AI Insights · Timothy · January 2022
Top 5 Boxing Games on Android in the US Q4 2021
Explore the performance of the top 5 boxing games on the Android platform in the United States during Q4 2021, with insights on weekly downloads, revenue, and active users.
The fourth quarter of 2021 saw varied performance trends among the top boxing games on the Android platform in the United States. Here’s a detailed look at the weekly downloads, revenue, and active users for the top 5 boxing games during this period, based on data from Sensor Tower.
Boxing Star: Real Boxing Fight saw fluctuating weekly revenue, peaking at approximately $29.3K in the week of December 20. Weekly downloads showed a declining trend initially but picked up towards the end of the quarter, reaching a high of about 5.5K in the final week of December. The game had a decrease in weekly active users from 32.9K at the start of the quarter to 20.7K by the end.
Topps® WWE SLAM: Card Trader experienced a decline in weekly revenue from $26.5K at the beginning of the quarter to around $7.9K in the last week of December. The game did not record any downloads after the second week of October. Weekly active users also saw a consistent decline from 6.1K to 2.7K over the quarter.
Real Boxing 2 maintained a relatively stable weekly revenue, ending the quarter at around $8.1K. Weekly downloads for the game increased, peaking at 22.7K in the last week of December. The game also saw an increase in weekly active users, reaching approximately 31.8K by the end of the quarter.
WWE Mayhem showed a significant rise in weekly revenue towards the end of the quarter, peaking at around $10.4K in the final week of December. Weekly downloads also saw a steady increase, reaching approximately 4K. Weekly active users for the game increased from 11.6K to 13K over the quarter.
Burrito Bison: Launcha Libre had a relatively stable performance with weekly revenue peaking at $5.5K in October and ending the quarter around $2.4K. Weekly downloads saw a slight increase, peaking at around 6.4K in early November. The game maintained a stable number of weekly active users, averaging around 24.5K throughout the quarter.
For more detailed insights and data, visit Sensor Tower.