AI Insights · Timothy · January 2022
Top 5 Casual Games Performance in Finland Q4 2021
In Q4 2021, the top five casual games in Finland showed varied performance in terms of downloads, revenue, and active users on a unified platform. Here's a detailed look at their trends.
In the fourth quarter of 2021, the top five casual games in Finland exhibited a range of performance metrics across downloads, revenue, and active users on a unified platform. The data, sourced from Sensor Tower, highlights the trends and fluctuations of these popular games.
Pokémon GO from Niantic, Inc. saw its weekly revenue peak at approximately $129K in the first week of November, before experiencing a decline towards the end of December, closing at around $53K. Weekly downloads ranged from a low of 1.3K to a high of 2.2K, with the highest downloads recorded in the week of December 20. The game maintained a substantial active user base, starting at 252K and ending the quarter at approximately 185K.
Candy Crush Saga by King showed a peak in weekly revenue of about $85K in the first week of October, followed by a general downward trend, ending the quarter at around $42K. Weekly downloads peaked at 2.6K in the week of December 20, with active users increasing slightly from 59K to nearly 66K by the end of December.
Hay Day from Supercell experienced a significant peak in weekly revenue, hitting $31K in the first week of November. Downloads saw a high of 2.8K in the week of December 20, while active users showed a steady increase from 74K to 107K over the quarter.
Coin Master by Moon Active recorded its highest weekly revenue of approximately $26K in the week of November 22. Weekly downloads remained relatively stable, peaking at 650 in late October, and active users fluctuated slightly, starting at 13K and ending at around 12K.
Homescapes from Playrix showed a peak in weekly revenue of about $19K in early October, with a slight decline toward the end of the quarter, finishing at around $14K. Downloads peaked at 1.3K in the last week of December, while active users remained fairly stable, starting at 37K and ending the quarter at approximately 38K.
For more detailed insights and data on mobile app performance, visit Sensor Tower.