AI Insights · Timothy · December 2021
Top 5 First Person Games in Oceania for Q4 2021
Explore the performance trends of the top 5 first-person games in Oceania during Q4 2021, including key metrics on downloads, revenue, and active users.
In the fourth quarter of 2021, the top five first-person games on the unified platform in Oceania showed varied performance trends. Here’s an overview of their metrics:
Rec Room - Play with friends!
This game saw fluctuations in its weekly downloads, starting strong at 13.8K in late September and peaking at 24.9K by early October. However, it experienced a decline towards mid-quarter, bottoming out at 7.1K in mid-December before bouncing back to 13.8K by the year's end. Weekly revenue also varied, reaching a high of approximately $3.2K in early November. Active users peaked at 36K in mid-October but saw a gradual decrease, ending the quarter at around 25.7K.
Call of Duty: Mobile Season 8
This title maintained a steady pace in weekly downloads, ranging from 10K to 17K. Revenue peaked at around $264K in late September and remained robust throughout the quarter, ending with $165K in late December. The game consistently attracted a substantial number of active users, staying above 213K each week, with a peak of 251K in late September.
Color Match
Although a newcomer, this game quickly gained traction. Weekly downloads surged from 6.6K in early December to over 70K by mid-December. Revenue showed a modest increase, starting from negligible amounts to about $51 by the year's end. Active users followed a similar trend, rising from 5.1K in early December to over 107K by the end of the month.
Yes or No?! - Food Pranks
Downloads for this game saw an initial spike to 22.3K in early October, followed by a decline to around 6.4K by the end of December. Active users mirrored this trend, peaking at 40.8K in mid-October and gradually decreasing to 30.2K by late December. Revenue remained negligible throughout the quarter.
Fidget Toy Maker
This game’s downloads peaked at 14.2K in mid-October but saw a decline to around 5.9K by late December. Active users followed a similar pattern, starting at 3.3K in late September and reaching a high of 21K by mid-October, before decreasing to 15.4K by the end of December. The game did not generate significant revenue during this period.
These insights are based on data from Sensor Tower, where you can find more detailed analytics and trends.