AI Insights · Timothy · January 2022
Top 5 School Games in the US: Q4 2021 Performance
Discover how the top 5 school games in the US performed in Q4 2021, with insights on downloads, revenue, and active users from Sensor Tower.
In Q4 2021, the top 5 school games on a unified platform in the United States showcased varied trends in downloads, revenue, and active users. Here's a detailed look at their performance.
Adventure Academy from Age of Learning, Inc. saw its weekly revenue reach a peak of approximately $94K at the end of September, before experiencing a decline and stabilizing around $63K by the end of December. Weekly downloads showed a fluctuation, peaking at around 12K in the last week of December. Active users also saw a downward trend, starting at about 41K in late September and ending the quarter at approximately 36K.
Idle High School Tycoon from Kolibri Games GmbH had its highest weekly revenue of about $13.5K in mid-October, followed by a decline and ending the quarter at around $7.5K. Downloads started strong at 11K in late September but gradually decreased, ending at about 5K in the final week of December. Active users mirrored this trend, beginning at roughly 18K and finishing the quarter at around 13.7K.
Bully: Anniversary Edition by Rockstar Games experienced a significant revenue spike reaching $10.3K in the week leading up to Christmas. Weekly downloads saw a noticeable increase from around 1K in late September to over 2K in mid-December. Active users also grew, starting at about 3.2K and rising to nearly 4.7K by the end of December.
The Goldbergs: Back to the 80s from Eastside Games exhibited a steady revenue stream, with peaks around $4.8K in the final weeks of December. Download data was only available for October, showing a peak of 1.6K in the second week. There was no active user data available for this game.
School of Chaos Online MMORPG by VNL Entertainment Ltd. had a notable revenue increase, peaking at about $9.8K in the last week of December. Weekly downloads fluctuated, peaking at approximately 3K in early December. Active users remained relatively stable, starting at around 21K and ending the quarter at about 20.7K.
These insights come from Sensor Tower, where you can find more detailed analytics on app performance.