AI Insights · Timothy · January 2022
Top 5 Fidget Toys Games on Android in South America Q4 2021
Discover the performance trends of the top 5 fidget toys games on Android in South America during Q4 2021, including downloads, revenue, and active user metrics.
In the fourth quarter of 2021, fidget toys games on the Android platform saw varying performance trends in South America. Here's a detailed look at the top 5 fidget toys games, based on data from Sensor Tower.
Antistress - relaxation toys from JindoBlu experienced significant growth in both weekly downloads and revenue. Weekly downloads surged from approximately 65K at the end of September to a peak of nearly 480K in mid-December. Concurrently, weekly revenue climbed steadily, starting at $48 in late September and peaking at around $232 by mid-December. Active users also saw an upward trend, increasing from about 909K to over 2.2M throughout the quarter.
Squishy Ouch: Squeeze Them! by Wanna Play Games LTD showed fluctuating download numbers, peaking at about 97K in mid-October before dropping to around 13K by the end of December. Revenue saw a notable increase, especially in November, reaching up to $119 in early December. Active users followed a similar trend, peaking at around 133K in early October and then declining to approximately 61K by the end of the quarter.
Slime it: Slime Game Simulator from Hapy Games showed minimal activity during the quarter. Weekly downloads were negligible, and revenue remained low, peaking at $135 in mid-October but dwindling to almost zero by the end of December. Active users also showed a significant decline, from around 264 to just 10 over the same period.
Fidget Toys 3D - Antistress by Fidget Dev maintained relatively high download numbers throughout the quarter, starting at around 448K and ending at about 221K. Revenue remained stable, averaging around $20-$30 weekly. Active users, however, showed a declining trend, from approximately 1.2M in late September to around 750K by the end of December.
Fidget Spinner from Words Mobile had consistent but modest download numbers, hovering around 7K to 9K weekly. Revenue was generally low, with occasional peaks, such as $62 in late December. Active users remained relatively stable, fluctuating between 55K and 60K throughout the quarter.
For more detailed insights and data, visit Sensor Tower.