AI Insights · Timothy · January 2022
Top 5 Paid Games on Android in Australia for Q4 2021
Discover the performance of the top 5 paid games on Android in Australia during Q4 2021. Data from Sensor Tower reveals trends in downloads, revenue, and active users.
The performance of the top 5 paid games on the Android platform in Australia during the fourth quarter of 2021 shows interesting trends in downloads, revenue, and active users. Below is an overview of how these games performed, based on data from Sensor Tower.
Minecraft experienced a decline in weekly revenue from approximately $21.8K at the end of September to about $12.3K by the end of November. However, it rebounded strongly in December, peaking at around $22.5K in the final week. Weekly downloads fluctuated, with a notable increase to about 2.1K in the last week of December. Active users saw a slight upward trend, climbing from 97.3K to 109.1K by the end of the quarter.
Bloons TD 6 from ninja kiwi saw its weekly revenue peak at approximately $6.7K in the last week of December, after a low of around $2.5K at the end of November. Weekly downloads also peaked in the same week, reaching about 1.1K. Active users grew steadily, ending the quarter at around 7.3K.
Dice With Buddies™ Social Game had a relatively stable quarter in terms of revenue, staying around the $1K mark, with a slight peak of approximately $1.5K at the end of September. Downloads saw a significant decline from around 129 in late September to just 40 by the end of December. Active users also dropped from 504 to 386 over the same period.
Terraria showed a modest performance with weekly revenue mostly hovering around $700, spiking to about $1K in the last week of December. Downloads remained relatively stable, peaking at 359 in mid-December. Active users increased from around 466 to 676 by the end of the quarter.
MONOPOLY experienced a fluctuating revenue trend, starting at approximately $1.3K and dipping to $176 in mid-November before rising to about $1.4K in the final week of December. Downloads followed a similar pattern, peaking at 810 in the last week of the quarter. Active users saw a decline from 2.4K in late September to a low of 955 in early December, before rebounding to 2.4K by the end of the quarter.
These insights highlight the dynamic nature of the mobile gaming market in Australia. For more detailed analytics, visit Sensor Tower.