AI Insights · Timothy · January 2022
Top 5 Third Person Games Performance in Middle East, Q4 2021
An overview of the performance metrics for the top 5 third person games on a unified platform in the Middle East during Q4 2021, highlighting trends in downloads, revenue, and active users.
In the fourth quarter of 2021, the top 5 third-person games in the Middle East showcased varying trends in downloads, revenue, and active users. This data, sourced from Sensor Tower, provides a detailed look at the performance of these popular games.
PUBG MOBILE from Tencent Mobile International Limited maintained a strong presence with weekly downloads fluctuating between 93K and 119K. The game saw a notable peak in weekly revenue at approximately $2.2M in late September, dropping to around $1.3M in early December before climbing back to nearly $2M by the end of December. Weekly active users ranged from 3.7M to over 4.1M, indicating a consistent player base.
Race Master 3D - Car Racing by SayGames LTD experienced a steady rise in weekly downloads, starting at around 70K and reaching up to 126K by mid-December. Revenue saw significant growth, beginning with negligible amounts and peaking at approximately $1.9K in the week of December 6. Active users also increased steadily from 223K to around 412K by the end of the quarter.
Subway Surfers from Sybo Games ApS showed consistent download numbers, hovering around 90K to 111K. Weekly revenue varied modestly, peaking at $6.4K in early December. Active users saw a gradual increase from 1.5M to about 1.9M by the end of the quarter, reflecting sustained engagement.
Free Fire by GARENA INTERNATIONAL I PRIVATE LIMITED had weekly downloads ranging from 71K to 112K. Revenue trends were relatively stable, with peaks of $343K in late October and $271K at the end of December. Active users decreased from 4.1M in late September to around 3.2M by mid-December, before a slight recovery to 3.4M by the end of the quarter.
Hair Challenge by Rollic Games showed a decline in downloads from 97K in late September to around 62K by the end of December. Revenue remained minimal throughout the quarter. Active users also saw a decline from 543K in late September to about 377K by the end of December.
For more detailed insights and data on these games, visit Sensor Tower.