AI Insights · Timothy · January 2022
Top 5 Racing Games in Netherlands Q4 2021: Unified Platform Performance
Discover the performance trends of the top 5 racing games in the Netherlands during Q4 2021, focusing on weekly downloads, revenue, and active users.
In the fourth quarter of 2021, the top 5 racing games on a unified platform in the Netherlands displayed intriguing trends in weekly downloads, revenue, and active users. Here is a detailed look at their performance, based on data from Sensor Tower.
Race Master 3D - Car Racing from SayGames LTD witnessed a substantial increase in weekly revenue, starting from just $74 at the end of September and peaking at $957 in the week of December 20. Weekly downloads also surged from approximately 10K in late September to over 25K by the end of December. The game’s weekly active users saw a similar upward trajectory, growing from around 33.7K to 78.5K over the same period.
Bridge Race by SUPERSONIC STUDIOS LTD had fluctuating weekly downloads, starting at 9.3K in late September, dipping mid-quarter, and then rising again to 12.3K by the end of December. Weekly revenue varied slightly, peaking at $96 in the final week of December. The number of weekly active users also showed variability, ending the year at around 11.5K.
Mario Kart Tour from Nintendo Co., Ltd. experienced consistent weekly revenue, maintaining figures around $12K to $21K throughout the quarter. Weekly downloads showed an upward trend towards the end of December, reaching over 9K. The game’s weekly active users remained relatively stable, averaging around 55K, with a slight increase to 62K in the last week of December.
F1 Mobile Racing by Electronic Arts saw notable spikes in both weekly downloads and revenue towards the end of the quarter. Downloads increased significantly from 5.9K at the end of September to 16.1K in mid-December. Revenue also saw a peak of $4.8K in the last week of December. Weekly active users grew from 23.5K to approximately 46.6K during the same period.
aquapark.io by Voodoo showed steady growth in weekly downloads, starting at 2.7K in late September and rising to 7.4K by the end of December. Weekly revenue remained modest, peaking at $23 in the final week of December. The game’s weekly active users increased steadily, reaching nearly 49.4K by the year’s end.
For more detailed insights and data, visit Sensor Tower.