AI Insights · Timothy · April 2022
Top 5 2D Anime Games in South America Q1 2022
Discover the performance of the top 5 2D anime games in South America during Q1 2022, including trends in downloads, revenue, and active users on a unified platform.
In the first quarter of 2022, the top 5 2D anime games in South America showed varying performance in terms of weekly downloads, revenue, and active users. Here is a summary of how these games fared according to Sensor Tower data.
Gacha Life from Lunime Inc. experienced a steady weekly revenue with a peak of approximately $177 in the first week of January and a notable increase to $165 in the final week of March. Weekly downloads fluctuated, with the highest being around 160K in early February, tapering off to about 111K by the end of March. Active users saw a gradual decline from 1.74M at the start of January to 1.52M by the end of the quarter.
Gacha Club, also by Lunime Inc., did not generate any revenue during this period. Weekly downloads started strong at 135K in late December but showed a downward trajectory, ending at around 82K in late March. Active users displayed a similar trend, beginning at 1.55M and decreasing to approximately 1.37M by the end of the quarter.
YOYO Doll: Girl Dress Up Games by Beijing Sanyi Mutual Entertainment Technology Development Co., Ltd. had modest revenue, peaking at $40 in the last week of March. Downloads were highest at 194K in late December but dropped significantly to about 50K by the end of March. The game maintained a relatively steady active user base, starting at 622K and ending at around 396K.
Vlinder Princess: Dress Up Game by 丹 苏 saw a consistent but low revenue, peaking at $35 in early January. Downloads showed a decline from 112K in late December to approximately 55K by the end of March. Active users also decreased from 165K at the beginning of January to about 100K by the end of the quarter.
DRAGON BALL Z DOKKAN BATTLE from Bandai Namco Entertainment Inc. reported the highest revenue among the top 5, peaking at $26K in the first week of January. Downloads fluctuated, with a high of 164K in late December and a low of approximately 47K in early January, stabilizing around 50K by the end of March. Active users remained relatively stable, ranging from 248K at the start of the quarter to about 193K by the end.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower.