AI Insights · Timothy · April 2022
Top 5 Celebrity Games Performance in the Middle East - Q1 2022
Explore the performance of the top 5 celebrity games in the Middle East for Q1 2022, with insights on downloads, revenue, and active users.
The first quarter of 2022 witnessed notable trends in the performance of top celebrity games in the Middle East. Here's a closer look at the weekly downloads, revenue, and active user metrics for Streamer Rush, Idle Streamer — Tuber Life, Vlogger Go Viral: Tycoon Game, Become a Celebrity, and BTS WORLD.
Streamer Rush by MagicLab experienced a surge in weekly downloads in mid-January, peaking at 18.4K. However, downloads gradually declined, ending the quarter at around 600. Weekly active users followed a similar trend, starting at 288 in late December and reaching a high of 26.6K in mid-January, before dropping to 5.9K by the end of March.
Idle Streamer — Tuber Life from WAZZAPPS GLOBAL LIMITED saw consistent weekly downloads throughout Q1 2022, averaging around 3K with a slight decline towards the end. Weekly revenue remained relatively stable, fluctuating between $38 and $65. The app maintained a steady number of weekly active users, ranging from 7.1K to 12.2K.
Vlogger Go Viral: Tycoon Game by Tapps Tecnologia da Informação Ltda. had a more varied performance. Weekly downloads peaked at 3K in early February but dropped to 1.2K by the end of March. The game generated modest weekly revenue, with a high of $187 in early January. Weekly active users saw a decline from 7K at the start of the year to 4.9K by the end of the quarter.
Become a Celebrity by Lion Studios had a consistent download rate, averaging around 2K for most of Q1 before dropping to 761 in late March. The game’s weekly revenue varied, peaking at $94 in late December and falling to a low of $1 in late January. Weekly active users started at 4.8K and gradually decreased to 2.7K by the end of March.
BTS WORLD from Netmarble Corporation maintained a steady performance. Weekly downloads remained stable, averaging around 1.3K. The game generated consistent weekly revenue, with highs of $572 and lows of $296. Weekly active users were stable throughout the quarter, fluctuating between 4.3K and 4.8K.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower’s website.