AI Insights · Timothy · January 2022
Top 5 Fidget Toys Games on Android in Poland Q4 2021
Explore the performance of the top 5 Fidget Toys Games on the Android platform in Poland during the fourth quarter of 2021, featuring data on downloads, revenue, and active users.
The fourth quarter of 2021 saw notable trends in the performance of the top 5 Fidget Toys Games on the Android platform in Poland. Here’s a detailed look at how these apps fared in terms of downloads, revenue, and active users.
Antistress - relaxation toys experienced significant fluctuations in its weekly downloads, starting from 1.7K in late September and peaking at 16K in early November. By the end of December, downloads had dropped to 3.7K. Revenue showed a steady increase, reaching $56 in the final week of December. The app's weekly active users saw a peak of 82.1K in early November, before gradually declining to 48.2K by the end of the year.
Slime it: Slime Game Simulator presented a unique case with no downloads recorded throughout the quarter. However, the app managed to generate revenue, hitting a high of $57 in early December. Active users exhibited a slow decline from 4.6K in late September to 3.3K by the end of December.
Squishy Ouch: Squeeze Them! showed varied performance. Weekly downloads ranged from a low of 573 in mid-October to a high of 10.3K in early November. Revenue peaked at $32 in early December. Active users increased significantly from 10.5K in late September to 17.7K in early November, before settling at 8.5K by the end of December.
Fidget Spinner maintained a relatively stable performance. Weekly downloads were generally low, peaking at 330 in late November. Revenue was similarly modest, with a highest weekly revenue of $11 at the end of October. Active users fluctuated slightly, peaking at 668 in late November before ending the quarter at 275.
Fidget Toys 3D - Antistress saw a declining trend in downloads and active users. Weekly downloads dropped from 5.4K in late September to 1.5K by the end of December. Despite this, active users remained relatively high, with a peak of 86.3K in early October and ending the year with 66.4K. The app did not generate any revenue during this period.
For more detailed insights and comprehensive data, visit Sensor Tower.