AI Insights · Timothy · January 2022
Top 5 Basketball Games in Latin America Q4 2021
Explore the performance of the top 5 basketball games on a unified platform in Latin America during the fourth quarter of 2021, featuring insights on downloads, revenue, and active users.
During the fourth quarter of 2021, basketball games continued to captivate audiences in Latin America. Based on data from Sensor Tower, let's delve into the performance of the top 5 basketball games on a unified platform, covering both iOS and Android metrics.
NBA 2K Mobile Basketball Game by 2K saw a significant rise in weekly downloads, beginning at approximately 17.5K in early October and peaking at around 33.9K by the end of December. The game also experienced steady revenue growth, reaching a high of about $3.6K in the final week of December. Weekly active users showed a consistent upward trend, increasing from 58.3K to 67.8K over the quarter.
NBA LIVE Mobile Basketball from Electronic Arts maintained strong weekly download numbers, starting at 62.6K and ending the quarter at 68.3K. Revenue fluctuated, with a peak of approximately $2.9K in early December. The game also kept a robust user base, with weekly active users ranging from 500.9K to 508.9K throughout the quarter.
Basketball Arena - Sports Game by MASOMO LIMITED had a mixed performance. Weekly downloads fluctuated, peaking at around 57.8K in early October and stabilizing at about 49.2K towards the end of December. Revenue saw a decline, dropping from approximately $2.4K to $1.3K. Active users remained relatively stable, hovering around 142.5K to 149.3K.
Basketball Stars™: Multiplayer from Miniclip.com experienced a steady increase in downloads, rising from 48.6K to 74.9K by the end of December. Revenue showed a similar upward trend, starting at around $1.3K and reaching approximately $1.7K. Active users also grew, increasing from 191.6K to 237K over the quarter.
SLAM DUNK from TV Animation by Program Twenty Three had modest download numbers, starting at 327 and ending at 432 by the end of December. Revenue remained relatively low, peaking at approximately $1.4K in late November. The game's active users saw a slight increase, from 872 to 850 over the quarter.
For more detailed insights and data, visit Sensor Tower.