AI Insights · Timothy · January 2022
Top 5 Fidget Toys Games in Italy Q4 2021: Performance Overview
Discover the performance trends of the top 5 fidget toys games in Italy for Q4 2021, including download numbers, revenue, and active users.
In the fourth quarter of 2021, the top 5 fidget toys games in Italy exhibited varied performance metrics across downloads, revenue, and active users. Here's a detailed look at each app:
Slime it: Slime Game Simulator from Slime4Fun saw its weekly revenue fluctuate, peaking at around $515 in late September and ending the year at $424. Downloads were minimal, with a slight increase towards the end of December, reaching 14. Weekly active users steadily decreased from 3.3K at the start of October to 2.5K by the end of December.
Antistress - Relaxing games by Moreno Maio experienced a significant surge in weekly downloads, hitting a high of 23.4K in mid-December before dropping to 12.8K by year-end. Revenue also saw an upward trend, culminating in $245 in the final week of December. Active users remained robust, with numbers ranging from 77.6K in late September to a peak of 149.2K in mid-November, finishing the quarter at 119.8K.
Fidget Toys 3D from Tran Dinh Hung maintained a consistent performance in weekly downloads, starting at 14.4K in late September and closing at 7.9K in late December. Revenue showed slight variations, reaching a peak of $46 in the last week of December. The app's active users initially decreased from 72.5K to 37.9K by early December but recovered to 55.8K by the year's end.
Squishy Ouch: Fidget Toys by WANNA PLAY GAMES LTD had a notable decline in downloads, starting at 63.9K in late September and dropping to just 127 by the end of December. Revenue, however, showed a gradual increase, peaking at $46 in the final week. Active users followed a similar downward trend, decreasing from 74.2K to 6.9K over the quarter.
Fidget Toys Trading: 3D Pop It from Freeplay LLC saw its downloads start strong at 36.5K in late September, with a significant rise to 20.1K by late December. Revenue remained relatively low, peaking at $35 in late September. Active users also demonstrated a decline, from 91.5K to 40.7K by the end of the quarter.
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