AI Insights · Timothy · April 2022
Top 5 School Games on Android in Costa Rica, Q1 2022
Discover the performance trends of the top 5 school games on Android in Costa Rica during Q1 2022, including downloads, revenue, and active user metrics.
During the first quarter of 2022, the top 5 school games on the Android platform in Costa Rica exhibited varied performance trends in terms of downloads and active users. Here, we delve into the specifics of each app's metrics, based on data from Sensor Tower.
Papers Grade Please! from Lion Studios saw an overall decrease in weekly downloads at the beginning of the quarter, starting from 4.9K in early January to a low of 999 by January 31. However, downloads steadily increased towards the end of the quarter, peaking at 2.3K in the final week of March. Weekly active users followed a similar trend, declining from 11.7K in late December to 5.5K by the end of January, before gradually rising to 6.5K by the end of March.
High School Simulator 2018 by KUMA GAMES experienced relatively stable weekly downloads, typically ranging between 400 and 600 throughout the quarter. Active users also remained consistent, with a slight peak of 1.7K in late January and a gradual decline to 1.2K by the end of March.
SAKURA School Simulator from Garusoft LLC showed fluctuating download numbers, starting at 350 in late December, dipping to 196 by mid-March, and ending at 262 in the final week of March. Active users demonstrated a slight increase from 2.2K at the start of the quarter to 2.7K by the end of February, before stabilizing around 2.1K towards the end of March.
Shoujo City 3D saw a notable rise in downloads from 72 in late December to a peak of 525 in early March, followed by a decline to 323 by the end of the quarter. Active users mirrored this pattern, starting at 94 and peaking at 524 in early March, before settling at 340 by the end of March.
School of Chaos Online MMORPG from VNL Entertainment Ltd had consistent download figures, mostly ranging around 190 to 230 throughout the quarter. Active users exhibited a steady increase, starting at 273 in late December and reaching 336 by the end of March. The game generated a small amount of revenue, peaking at $15 in the week of February 21.
For more detailed insights and data, visit Sensor Tower.