AI Insights · Timothy · April 2022
Top 5 Celebrity Games on Android in Australia Q1 2022
Explore the performance trends of the top 5 celebrity games on Android in Australia during Q1 2022, including download rates, revenue, and active user statistics.
In the first quarter of 2022, the top 5 celebrity games on the Android platform in Australia showcased varied trends in weekly downloads, revenue, and active users. Here’s a closer look at how each game performed based on data from Sensor Tower.
Streamer Rush saw a significant decline in its weekly downloads, starting from approximately 29K in late December and dropping to around 886 by the end of March. Weekly active users also followed a downward trend, decreasing from 35K to just over 3K throughout the quarter.
Lamar - Idle Vlogger experienced fluctuations in weekly downloads, peaking at 1.3K in the week of January 24 before dropping to 549 by the end of March. The game’s weekly revenue varied, reaching a high of $268 in late January and then decreasing to around $138 by the end of the quarter. Active users peaked at 2.4K in late January but saw a reduction to approximately 1.5K by the end of March.
Vlogger Go Viral: Tuber Life had relatively stable download numbers, starting at 1K in late December and slightly decreasing to 667 by the end of March. Weekly revenue in this period was modest, peaking at $82 in late December and dropping to around $23 by the end of March. Active users saw a gradual decline from 2K to about 1.5K.
Idle Streamer - Tuber game experienced a decline in weekly downloads, starting at 1.1K in early January and dropping to 290 by the end of March. Revenue for this game was relatively low but consistent, peaking at $48 in late January and maintaining around $38 towards the end of the quarter. Active users decreased from approximately 2.8K in early January to 1.2K by the end of March.
Become a Celebrity saw a notable decline in weekly downloads, beginning at 772 in early January and falling to 160 by the end of March. Active users also decreased from 4.5K to 3.1K over the same period. The game’s weekly revenue had minimal values, peaking at $30 in late December and diminishing to zero by mid-March.
For more in-depth insights and data, visit Sensor Tower.