AI Insights · Timothy · April 2022
Top 5 Educational Games in the US - Q1 2022 Performance
Discover the performance trends of the top 5 educational games in the US for Q1 2022, including weekly downloads, revenue, and active users. Data provided by Sensor Tower.
Performance of Top 5 Educational Games in the US for Q1 2022
In the first quarter of 2022, the top 5 educational games on a unified platform in the United States exhibited varied performance trends in terms of weekly downloads, revenue, and active users. Here’s a detailed look at each app's metrics.
Toca Boca World
During Q1 2022, Toca Boca World saw a peak in weekly revenue at approximately $2.6M in the last week of December, followed by fluctuations, ending March with around $1.4M. Weekly downloads started strong at over 322K but settled around 211K by the end of March. Active users were consistently above 1M, peaking at 1.26M in late January.
World of Peppa Pig: Kids Games
World of Peppa Pig: Kids Games maintained a steady weekly revenue, peaking at $102K in mid-January. Downloads showed a decline from 68K in late December to around 38K by the end of March. Active users ranged from 114K to 165K, with notable peaks in late December and February.
Animal Jam
Animal Jam experienced stable weekly revenue, with a noticeable peak at $141K in late December and another spike at $127K at the end of March. Weekly downloads were relatively stable, averaging around 18K, while active users ranged from 85K to 97K, showing minor fluctuations throughout the quarter.
codeSpark - Coding for Kids
codeSpark - Coding for Kids had a peak in weekly revenue at $106K in early January, with a gradual decline to approximately $72K by the end of March. Downloads saw a spike at 38K in the first week of January, but generally hovered around 14K. Active users peaked at 49K in early January, then averaged around 27K towards the end of the quarter.
ABCya! Games
ABCya! Games maintained a consistent weekly revenue, ranging from $39K to $61K, peaking in mid-March. Downloads varied, starting at 18K and peaking at 31K in late January. Active users showed stability, averaging around 60K throughout the quarter.
For more detailed insights and data on the performance of educational games, visit Sensor Tower.