AI Insights · Timothy · April 2022
Top 5 Boxing Games on iOS in Oman: Q1 2022
Discover the performance trends of the top boxing games on iOS in Oman during Q1 2022, including download rates, revenue, and active user statistics.
In Q1 2022, the top five boxing games on the iOS platform in Oman displayed varied performance trends in terms of weekly downloads, revenue, and active users. The data provided by Sensor Tower offers valuable insights into these trends.
Boxing Star: Real Boxing Fight from THUMBAGE saw fluctuations in its weekly revenue, starting at $39 in late December and peaking at $57 in the week of January 24. The revenue then stabilized around the $35-$47 range towards the end of March. Weekly downloads for the game were inconsistent, with notable spikes of 9 downloads in early January and early February, but generally low numbers throughout the quarter.
Real Boxing 2 by Vivid Games S.A. experienced a significant surge in weekly revenue in mid-February, reaching $38. However, this was followed by a decline, with revenue mostly hovering between $4 and $22 for the rest of the quarter. The game’s weekly downloads peaked at 89 in mid-January and then dropped sharply, with only sporadic downloads in the following weeks. Active users started at 114 in late December and gradually decreased to 86 by the end of March.
Another title from Vivid Games S.A., Real Boxing: KO Fight Club, had relatively stable weekly revenue, mostly in the range of $5 to $13, with a minor peak of $16 in early January. Downloads were minimal, with only a few sporadic weeks showing any activity.
WWE Mayhem by Reliance Games showed consistent weekly revenue, generally between $5 and $15, with minor fluctuations. The game’s downloads had a peak of 30 in mid-January, followed by a variable trend, eventually dwindling to single digits. Active users started strong at 359 in late December and saw a gradual decline to 263 by the end of March.
Finally, Slap Kings from Lion Studios demonstrated notable performance in terms of downloads and active users. The game started with high download numbers, peaking at 167 in early January, before experiencing a decline to 20 by mid-February. Weekly revenue peaked at $33 in early February but saw a decline thereafter. Active users began at 522 in late December and decreased steadily, ending the quarter at 72.
For more detailed insights and data, visit Sensor Tower.