AI Insights · Timothy · April 2022
Top 5 2D Realistic Games on Android in Central America: Q1 2022 Performance
Discover the performance metrics of the top 5 2D realistic games on Android in Central America for Q1 2022, including weekly downloads, revenue, and active users.
In the first quarter of 2022, the top 5 2D realistic games on the Android platform in Central America showed varying trends in weekly downloads, revenue, and active users. Let's dive into the performance of these popular titles.
Evony: The King's Return experienced a mixed quarter. Weekly revenue started at approximately $19.4K at the end of December 2021 and saw a gradual decline, reaching around $12.5K by early March. Downloads peaked at 66.3K in the last week of January but gradually decreased to 29.2K by the end of March. Active users fluctuated, with a peak of 178K in late January and a low of 119.9K at the end of the quarter.
8 Ball Pool from Miniclip.com maintained a steady performance. Weekly revenue hovered around $20K at the start of the year, declining to approximately $12K by early March, then slightly rebounding to $13.6K at the end of the quarter. Downloads started strong with 114.7K in the first week of January but gradually declined to around 60.7K by the end of March. Active users remained relatively stable, averaging around 1.2M throughout the quarter.
Rise of Castles: Ice and Fire showed a stable revenue trend, starting at $13.6K in late December and ending at $14.9K by the end of March. Downloads were more volatile, peaking at 13.9K in late January but dropping to 3.5K by the end of the quarter. Active users peaked at 52.4K in late January and saw a gradual decline, ending at 36.8K in late March.
Dream League Soccer 2024 demonstrated a consistent performance. Weekly revenue started at approximately $16K at the end of December, gradually declining to $10K by early March, and then increasing to $11.7K by the end of March. Downloads fluctuated, starting at 63.2K in late December and ending at 54K by the end of March. Active users remained relatively stable, averaging around 1M throughout the quarter.
Clash of Kings saw a decline in weekly revenue, starting at $13.7K in late December and dropping to $7.4K by the end of February, before slightly rebounding to $10.4K by the end of March. Downloads remained low, with a peak of 173 in late December and dropping to 11 by the end of March. Active users showed a consistent decline from 1.8K in late December to 1.1K by the end of March.
These insights are sourced from Sensor Tower. For more detailed analyses and trends, visit Sensor Tower's platform.