AI Insights · Timothy · January 2022
Top 5 Basketball Games in the US in Q4 2021
Discover the performance trends of the top 5 basketball games on a unified platform in the US during Q4 2021, including downloads, revenue, and active users.
The fourth quarter of 2021 showcased varied performance trends for the top basketball games in the United States. Here’s a closer look at the performance metrics for the leading apps in this category.
NBA 2K Mobile Basketball Game experienced significant growth in weekly revenue, starting from around $170K at the end of September and peaking at approximately $397K in the week of December 20. Weekly downloads saw a notable increase towards the end of the quarter, reaching 123K in the same week. Active users also rose steadily, climbing from 294K at the beginning of October to around 366K by the end of December.
NBA LIVE Mobile Basketball by Electronic Arts showed consistent weekly revenue, starting at $54K and peaking at about $72K in the final week of December. Downloads were stable, reaching around 50K weekly towards the end of the quarter. The app maintained a robust user base, with active users consistently above 965K, peaking at approximately 1.1M in the last week of December.
NBA SuperCard Basketball Game from 2K saw fluctuations in weekly revenue, starting at $17K and reaching around $71K in early November. Weekly downloads remained modest, peaking at 9K in mid-October. The active user count showed slight growth, ending the quarter at around 20K.
Basketrio: Allstar Streetball by ALL9FUN LTD. had variable weekly revenue, starting at $38K and peaking at approximately $41K in the week of December 20. Downloads increased significantly mid-quarter, with a peak of 14K in late October. Active users showed a steady trend, maintaining around 35K to 40K throughout the quarter.
Basketball Arena - Sports Game from MASOMO LIMITED experienced growth in weekly revenue, starting at $15K and peaking at about $32K in the week of December 20. Downloads saw a significant spike towards the end of the quarter, reaching 88K in the same week. Active users fluctuated, peaking at around 381K in late October before settling to approximately 297K by the end of December.
For more detailed insights into the performance of these basketball games, visit Sensor Tower.