AI Insights · Timothy · January 2022
Top 5 Hypercasual Games on Android in Oman Q4 2021
Explore the performance of the top 5 hypercasual games on the Android platform in Oman during the fourth quarter of 2021, based on data from Sensor Tower.
During the fourth quarter of 2021, the hypercasual gaming segment on the Android platform in Oman saw varied performance among the top five games. Here's a closer look at their weekly downloads, revenue, and active user trends, based on data from Sensor Tower.
420: Prison Survival from YoloGame Studio had a notable start with 12.3K downloads in the week of October 11. However, downloads gradually declined to around 2.2K by the last week of December. Weekly active users peaked at 18.3K in the week of October 25 before steadily decreasing to about 5.9K by the end of the quarter.
Cookie Carver: Life Challenge from CASUAL AZUR GAMES experienced a significant rise in downloads, starting with 6.9K in the week of October 11 and peaking at 11.8K the following week. Although downloads dipped to 1.1K by the end of December, active users peaked at 13.5K in the week of October 25 and ended the quarter at approximately 4.4K. The game generated a modest revenue of $4 in the week of December 20 and $2 in the last week of December.
Pop it Fidget Toys 3D Games by FALCON GAME showed a steady decline in downloads, from 7.9K at the end of September to 2.1K in the last week of December. Active users followed a similar trend, starting at 13.4K and ending at 8.3K.
Yes or No?! - Food Pranks from Lion Studios had an interesting trajectory with downloads starting at just 35 in the week of September 27, quickly rising to 8.9K by October 11. Despite a gradual decline, the game maintained a steady performance with around 2.6K downloads in the final week of December. Active users mirrored this trend, peaking at 14.7K in mid-October and ending the quarter at approximately 6.7K.
Kick the Buddy: Second Kick by Playgendary Limited saw a peak in downloads at 10.3K in the week of November 15 before dropping to 1.5K by the end of December. Active users also saw a peak at 11K in mid-November, declining to about 3.3K by the quarter's end. The game generated a modest revenue with $25 in the week of November 15 and $11 in the last week of December.
For more detailed insights and data, visit Sensor Tower.