AI Insights · Timothy · January 2022
Top 5 Tennis Games in Australia Q4 2021: Performance Overview
Discover the performance trends of the top 5 tennis game apps in Australia during Q4 2021, including insights on downloads, revenue, and active users.
In the fourth quarter of 2021, the top 5 tennis game applications on a unified platform in Australia saw varied performance trends. Here’s a detailed look at their weekly downloads, revenue, and active user statistics.
Tennis Clash: Multiplayer Game from Wildlife Studios experienced notable fluctuations in revenue throughout Q4 2021. The game started with approximately $10.4K in the last week of September and reached a high of about $12.6K in the first week of October. However, it saw a decline to around $6.2K by the end of November before rebounding to approximately $8.9K in the week leading up to Christmas. Weekly downloads peaked in mid-October at around 3.7K but dropped to a low of 1.5K by the end of November, recovering slightly to 2.5K in the last week of December. Active users peaked at around 17.3K in mid-October and experienced a decline, ending the year with roughly 11.8K.
Ultimate Tennis: 3D online spo by Metaverse Labs Inc showed modest revenue growth, starting at $86 in late September and gradually increasing to $469 by the end of December. Weekly downloads remained relatively stable, fluctuating around 80 downloads per week. Active users saw a slight decline from 601 in late September to approximately 562 by the end of December.
Tennis Go: World Tour 3D from MAFT Wireless had a low but steady revenue stream, starting at $54 in late September and peaking at $160 in the week before Christmas. Weekly downloads were minimal, with the highest being 20 in early December, and saw a decline towards the end of the quarter.
Tennis Manager Mobile by ReboundCG experienced a fluctuating revenue pattern, starting at $158 in late September, dipping to $9 in the week before Christmas, and stabilizing around $12 in the last week of December. Downloads varied between 12 and 45 per week, with active users peaking at 90 in mid-October and remaining relatively stable at around 82 by the end of December.
Virtua Tennis Challenge from SEGA had consistent but low revenue, ranging between $11 and $35 throughout the quarter. Weekly downloads peaked at 63 in early October and remained around 45 by the end of December. Active users started at 499 in late September and saw a slight decline to 426 by the end of the year.
These insights are based on data from Sensor Tower. For more detailed analytics and insights, visit Sensor Tower.