AI Insights · Timothy · July 2022
Top 5 2D Anime Games on Android in Colombia: Q2 2022 Performance
Discover the performance trends for the top 5 2D anime games on Android in Colombia during Q2 2022, including download rates, revenue, and active user metrics.
In Q2 2022, the top 5 2D anime games on the Android platform in Colombia showcased diverse trends in weekly downloads, revenue, and active user metrics. Below is a detailed analysis of each game's performance.
DRAGON BALL Z DOKKAN BATTLE from Bandai Namco Entertainment Inc. experienced varying weekly revenue, peaking at $590 in late March and maintaining a moderate level throughout the quarter. Weekly downloads showed a notable increase, starting from 8.0K at the end of March and surging to 21.9K in mid-June. Active users followed a similar upward trend, growing from 33.2K to 44.2K by the end of June.
Gacha Life by Lunime saw a modest revenue stream, with minor peaks of $2 in early May and June. Weekly downloads fluctuated, beginning at 8.1K at the end of March and experiencing a peak of 10.8K in mid-April before stabilizing around 8.3K by the end of June. Active user numbers remained relatively consistent, hovering around 110K throughout the quarter.
Sweet Girl: Doll Dress Up ASMR from ToTee Global, launched in early May, had a promising start with downloads peaking at 15.4K in its second week. Revenue was minimal, with the highest being $8 in early May. Active users showed a significant rise, starting at 11.8K and reaching 45.4K by mid-June, before slightly declining to 42.1K by the end of the quarter.
Gacha Club, also by Lunime, generated no revenue during the quarter. Weekly downloads ranged from 5.2K to 9.4K, with a peak in mid-April. Active users were steady, mostly staying around 110K, with a slight increase to 113K by the end of June.
YOYO Doll Anime Dress Up Game by YoYo Dress Up Games, had minimal revenue impact, with only $4 recorded at the end of March. Downloads saw significant fluctuations, starting at 3.1K and peaking at 14.8K in early June. Active users followed a similar pattern, increasing from 30.4K at the end of March to a peak of 44.3K in early June, before settling at 35.0K by the end of the quarter.
For more detailed insights and data, visit Sensor Tower.