AI Insights · Timothy · April 2022
Top 5 Cartoon Fantasy Games on Android in Algeria, Q1 2022
Explore the performance of the top 5 Cartoon Fantasy Games on Android in Algeria during the first quarter of 2022, highlighting trends in downloads, revenue, and active user metrics.
In the first quarter of 2022, the top 5 Cartoon Fantasy Games on the Android platform in Algeria showcased varying trends in downloads, revenue, and active users. Here's a detailed look at their performance.
Candy Crush Saga by King experienced a peak in weekly downloads, reaching around 53K in early February. However, downloads gradually decreased to approximately 18K by the end of March. The game's weekly revenue saw a high of roughly $221 in mid-January, tapering down to $86 by the last week of March. Active users peaked at around 608K in mid-February, maintaining a steady presence with 571K by the end of the quarter.
My Talking Tom 2 from Outfit7 Limited showed consistent weekly downloads, fluctuating between 26K and 34K throughout the quarter. Active users displayed a steady increase, starting from 290K at the beginning of January and reaching up to 335K by the end of March. Notably, the weekly revenue remained negligible, peaking briefly at $3 in early February.
Super Bino Go: Adventure Jungle by 1SOFT saw a steady rise in weekly downloads, starting at around 18K in late December and climbing to approximately 46K by the end of March. Active users followed a similar trend, increasing from 100K to over 153K during the same period. Revenue data for this game was not significant during the quarter.
My Talking Tom Friends also from Outfit7 Limited, showed a gradual decline in weekly downloads from 26K at the start of the quarter to around 21K in mid-March, before recovering to 26K by the last week. Active users saw a peak of 425K in late January, maintaining around 412K by the end of March. Revenue remained minimal, peaking at $23 in mid-January.
My Talking Angela, another popular title from Outfit7 Limited, had weekly downloads starting at 33K in late December, dipping to around 21K in early February, and then rebounding to 30K by the end of March. Active users remained relatively stable, beginning at 419K and ending the quarter at 422K. Revenue peaked briefly at $30 in late December but remained negligible throughout the quarter.
These insights are based on data from Sensor Tower, offering a detailed view of the performance metrics for these popular games. For more comprehensive insights, visit Sensor Tower.