AI Insights · Timothy · October 2021
Top 5 Tennis Games Performance in Finland Q3 2021
Analyzing the performance of the top 5 tennis games on a unified platform in Finland during Q3 2021, highlighting their weekly downloads, revenue, and active users.
In the third quarter of 2021, the performance of the top 5 tennis games on a unified platform in Finland showcased varying trends in weekly downloads, revenue, and active users. The data, provided by Sensor Tower, offers insights into the market dynamics for these popular mobile games.
Tennis Clash: Multiplayer Game from Wildlife Studios exhibited a dynamic trend in weekly revenue, starting at around $1K at the end of June, dipping to $399 in early July, and then gradually climbing to reach $873 by mid-September before a slight drop to $461 by the end of the quarter. Weekly downloads for the game saw a peak of 830 in the first week of August but experienced a steady decline to 295 by the end of September. Despite this, the weekly active users remained relatively stable, hovering around 5.2K to 6.6K throughout the quarter.
3D Tennis by Mouse Games had modest weekly downloads, starting at 22 and fluctuating slightly to end at 20 by the end of September. The game’s active users followed a similar pattern, starting at 50 and peaking at 71 in early August, but then dropping significantly to 39 by the end of the quarter.
Tennis Manager Mobile from ReboundCG saw a marginal increase in weekly revenue, starting at $20 and peaking at $30 in early August, before tapering off to zero by early September. Weekly downloads were minimal, with a notable spike to 44 in early September, followed by a decrease to 7 by the end of the month. Weekly active users remained fairly consistent, ranging between 46 and 68 throughout the quarter.
Ultimate Tennis: 3D online spo by Metaverse Labs Inc had very low weekly downloads, peaking at 13 in late July and early August, but mostly staying in the single digits for the rest of the quarter. Revenue remained minimal, with a high of $5 in early August, and active users data was only available for one week, showing 10 users.
Virtua Tennis Challenge from SEGA showed a steady revenue stream, starting at $22 and peaking at $33 in mid-July, then stabilizing around $22 by the end of September. Weekly downloads were very low, with a peak of 11 in mid-July, and dropping to zero by early September. Active users data was limited, showing a peak of 24 in mid-July but then dropping to 10 by the end of the month.
For more detailed insights and data on mobile game performance, visit Sensor Tower.