AI Insights · Timothy · January 2022
Top 5 2D Realistic Games on Android in Belgium Q4 2021
Explore the performance of the top 5 2D realistic games on the Android platform in Belgium during Q4 2021, featuring metrics on downloads, revenue, and active users.
During Q4 2021, the top 5 2D realistic games on the Android platform in Belgium showcased diverse trends in downloads, revenue, and active users. The data, sourced from Sensor Tower, provides an insightful look into the performance of these popular games.
Woodoku - Wood Block Puzzle
The game saw a steady increase in weekly downloads, peaking at approximately 5.4K in the first week of November. However, the downloads declined towards the end of the quarter, with the lowest being around 2.9K in mid-December. Active users showed a consistent upward trend, reaching about 26.3K by the last week of December.
BlockPuz: Block Puzzle Games
This game experienced a significant rise in weekly downloads, starting from 612 in late September to an impressive 5.9K by the end of December. The weekly revenue was modest, with occasional peaks, such as $11 in mid-November and the last week of December. Active users also increased steadily, reaching a peak of around 10.5K in the final week of the year.
8 Ball Pool
8 Ball Pool maintained a strong performance with weekly revenue fluctuating between $4.8K and $9.7K, peaking at the end of December. Weekly downloads were relatively stable, with a slight increase towards the end of the quarter, reaching 3.4K. Active users saw a notable rise, peaking at approximately 42.4K in the third week of December.
Solitaire - Classic Card Games
The game experienced fluctuating weekly downloads, with a peak of around 4K in mid-October and a low of approximately 1.5K in early December. Weekly revenue showed modest gains, peaking at $56 in mid-November. Active users demonstrated a steady increase, reaching around 24.2K by the end of December.
CodyCross: Crossword Puzzles
CodyCross saw a decline in weekly downloads from 3.5K in late September to around 1.2K in mid-November, before recovering slightly to 2.1K by the end of December. Weekly revenue varied, peaking at $386 in early November. Active users showed a slight decline, averaging around 10K towards the end of the year.
For more detailed insights and data on these games, visit Sensor Tower.