AI Insights · Timothy · January 2022
Top 5 Boxing Games in Turkey: Q4 2021 Performance
Discover how the top 5 boxing games performed in Turkey during Q4 2021, including trends in downloads, revenue, and active users.
In Q4 2021, the top 5 boxing games on a unified platform in Turkey showcased varied performance trends. The data, courtesy of Sensor Tower, provides insights into weekly downloads, revenue, and active users.
Boxing Star: Real Boxing Fight from ThumbAge Co., Ltd. experienced fluctuating trends throughout the quarter. Weekly revenue peaked at approximately $944 in the week of December 20, following a steady increase from $230 at the start of the quarter. Downloads saw a significant drop from 1.4K in late September to a low of 237 in late November, before rebounding to 694 by the end of December. Active users followed a similar pattern, decreasing from 4.2K at the beginning to a low of 1.1K in late November, then rising back to 1.9K by the end of the quarter.
Real Boxing 2 by Vivid Games S.A. showed consistent growth in downloads, starting at 6.1K and reaching a peak of 8.9K in early December. Weekly revenue remained relatively stable, with a slight peak of $301 in the final week of December. Active users increased from 11.8K at the start of the quarter to a high of 17.3K in early December, before stabilizing around 15.2K at the end of the quarter.
Topps® WWE SLAM: Card Trader by The Topps Company, Inc. did not show any significant activity in terms of downloads or active users. Revenue saw notable activity only in the first few weeks, peaking at $358 in early October before dropping to zero for the remainder of the quarter.
Real Boxing – Fighting Game, also from Vivid Games S.A., had a more stable performance. Weekly downloads started at 657 and saw a moderate increase to 840 by the end of December. Revenue fluctuated slightly, with a peak of $150 in mid-October and ending the quarter at $90. Active users remained relatively stable, with minor fluctuations between 905 and 1.2K throughout the quarter.
WWE Mayhem from Reliance Games showed a consistent increase in weekly downloads, starting at 1.3K and peaking at 2.4K in mid-December. Revenue saw a peak of $240 in mid-November, with fluctuations throughout the quarter. Active users steadily increased from 1.7K to a peak of 2.8K by late October, maintaining around 2.7K towards the end of December.
For more detailed insights and additional data, visit Sensor Tower.