AI Insights · Timothy · April 2022
Top 5 Boxing Games on iOS in Russia Q1 2022
An overview of the performance of the top 5 boxing games on iOS in Russia during Q1 2022, including weekly downloads, revenue, and active user trends.
During the first quarter of 2022, the top 5 boxing games on iOS in Russia showcased varied performance metrics in terms of weekly downloads, revenue, and active user trends. The data, sourced from Sensor Tower, provides key insights into the app market.
Boxing Star: Real Boxing Fight from THUMBAGE saw a fluctuating trend in weekly revenue, peaking at around $774 in the early weeks of January and later stabilizing around $122-$467 through March. Weekly downloads showed an initial spike to 486 in mid-January, followed by a more stable range between 125 and 191. Active users followed a similar pattern, starting strong at 1.4K in mid-January and settling around 560-755 by March.
Real Boxing 2 by Vivid Games S.A. experienced a decline in weekly revenue, starting at $453 in early January and dropping to around $54 by late March. Downloads peaked at 5.6K in late December but saw a significant dip to 1K-3.2K throughout the quarter. Active users mirrored this trend, starting at 9.2K in early January and reducing to around 3.4K-6K by March.
EA SPORTS™ UFC® 2 from Electronic Arts demonstrated a strong performance with a peak in downloads at 14.8K in late February. Weekly revenue showed some spikes, reaching around $422 in late February. Active users increased substantially, reaching a high of 37.9K by late February and maintaining a strong presence around 30.6K to 34.7K through March.
WWE Mayhem by Reliance Games had a modest performance with weekly revenue peaking at $380 in late March. Downloads saw a notable increase to 393 in mid-March, while active users peaked at 448 in the same period.
Real Boxing: KO Fight Club, another title from Vivid Games S.A., maintained steady weekly downloads, ranging from 381 to 491. Revenue saw a gradual decline from $99 in early January to $31 by late March. Active users remained relatively stable, hovering around 619 to 726 throughout the quarter.
For more detailed insights and data, visit Sensor Tower.