AI Insights · Timothy · January 2022
Top 5 Boxing Games on iOS in Europe Q4 2021
In Q4 2021, the top 5 boxing games on iOS in Europe saw varied performances in terms of downloads, revenue, and active users. Here’s a detailed look at their trends.
In the fourth quarter of 2021, the top 5 boxing games on iOS in Europe showcased diverse performances. Data from Sensor Tower reveals the trends in weekly downloads, revenue, and active users for each game.
Boxing Star: Real Boxing Fight saw its weekly revenue peak at approximately $5.8K in early November, with a low of around $3.2K in early December. Downloads varied significantly, peaking at 6.1K in early November and dropping to about 1.5K in late November. Active users fluctuated, starting at 16.9K at the beginning of the quarter, dipping to 8.7K in early December, and recovering slightly to 10.7K by the end of December.
Real Boxing 2 experienced a notable increase in weekly revenue, reaching approximately $6.4K in the final week of December. Downloads surged towards the end of the quarter, with a peak of 36.6K in the last week of December. Active users also saw growth, starting at 22.3K and climbing to 53.5K by the end of the quarter.
WWE Mayhem had a steady performance with weekly revenue reaching around $3.2K in the week of December 20. Downloads peaked at 4K in late October and remained relatively stable around 2K towards the end of the quarter. Active users increased from 5.1K at the start of the quarter to nearly 6K by the end of December.
Topps® WWE SLAM: Card Trader had a more varied performance. Weekly revenue hit a high of approximately $2.7K in late October but dropped to $625 in late November. Downloads remained low throughout the quarter, peaking at 148 in late September. Active users showed minor fluctuations, starting at 1.4K and ending the quarter at 1.2K.
Real Boxing: KO Fight Club saw consistent performance in weekly revenue, peaking at around $1.7K in the week of December 20. Downloads showed a steady trend, peaking at 3.3K in the final week of December. Active users gradually increased from 3.6K at the start of the quarter to 4.8K by the end of December.
For more detailed insights and data on app performance, visit Sensor Tower.