AI Insights · Timothy · April 2022
Top 5 Boxing Games in Sweden Q1 2022: Unified Platform Performance
In Q1 2022, the top boxing games in Sweden showed varied performance in weekly downloads, revenue, and active users. Discover the trends and figures for each game.
In the first quarter of 2022, the top five boxing games in Sweden demonstrated diverse trends in weekly downloads, revenue, and active users on a unified platform. Below, we break down the performance of each game, based on data from Sensor Tower.
Boxing Star: Real Boxing Fight from THUMBAGE saw fluctuating weekly revenue, peaking at $292 in the last week of December and ending Q1 with $253 in the last week of March. Weekly downloads showed a slight decline, starting at 184 and concluding at 122. Active users also experienced a downward trend, dropping from 678 to 500 over the quarter.
Real Boxing 2 by Vivid Games S.A. had a varied revenue pattern, peaking at $200 in late January and ending March with $139. Weekly downloads displayed substantial growth, starting at 1129 in late December and reaching 649 by the end of March. Active users increased from 1711 to 929 throughout the quarter.
EA SPORTS™ UFC® 2 from Electronic Arts saw its highest weekly revenue of $149 in early February, closing Q1 at $138. Downloads surged after its release in mid-January, peaking at 1613 in late January and then fluctuating to 657 by the end of March. The game’s active users showed significant growth from 650 to 2294 over the quarter.
WWE Mayhem by Reliance Games experienced a notable increase in revenue in late January, reaching $125 and ending Q1 at $54. Downloads saw a significant spike mid-March, peaking at 460 before settling at 175. Active users followed a similar trend, rising from 386 to a peak of 527 mid-March and then declining to 439 by the end of the quarter.
Burrito Bison: Launcha Libre from Kongregate showed steady revenue growth, culminating at $108 in the last week of March. Downloads saw a notable increase from 116 in late December to 184 by the end of March. Active users remained relatively stable, starting at 742 and ending the quarter at 634.
For more detailed insights and analysis on the performance of these games, visit Sensor Tower.