AI Insights · Timothy · July 2022
Top 5 Boxing Games on Android in Argentina, Q2 2022
In Q2 2022, the top 5 boxing games on Android in Argentina exhibited varied performance in terms of downloads, revenue, and active users. Data from Sensor Tower reveals interesting insights.
In Q2 2022, the top 5 boxing games on the Android platform in Argentina showed diverse trends in their weekly downloads, revenue, and active users. Here’s a detailed look at their performance based on data from Sensor Tower.
Boxing Star: Real Boxing Fight from ThumbAge Co., Ltd. saw its weekly revenue fluctuate, peaking at around $184 in mid-June. Weekly downloads ranged between 820 and 1.3K, with a notable spike to 1.3K in the last week of June. Active users saw a general decline from 5.7K at the start of the quarter to a low of 3.7K in mid-June, before rebounding to 4.8K by the end of June.
Real Boxing 2 by Vivid Games S.A. experienced consistent download numbers, averaging around 7K weekly downloads, with a high of 8.5K at the beginning of the quarter. The game’s weekly active users peaked at over 13K in early April but settled around 11K by the end of June. Revenue was minimal, with only a few weeks showing any earnings, peaking at $48 in mid-April.
WWE Mayhem from Reliance Games had modest download numbers, generally staying below 600 weekly downloads, except for a peak of 551 in early May. Active users fluctuated, starting at 1.3K and ending at 1.1K, with a peak of 1.3K in late June. Revenue was negligible, with only two weeks in June showing earnings, maxing out at $59.
EA SPORTS™ UFC® Mobile 2 by ELECTRONIC ARTS maintained solid download numbers, averaging around 8K downloads weekly. Active users started strong at 12.8K in late March, dipping to 8.6K by early May, and recovering to 9.9K by the end of June. Revenue data for this game was not available.
Burrito Bison: Launcha Libre from Kongregate had varying download numbers, with a low of 379 in early May and a high of 1.2K in mid-April. Active users generally hovered around 5.5K to 6.1K, peaking at 6.3K in late May. Revenue for this game was negligible throughout the quarter.
For more in-depth insights and detailed data, visit Sensor Tower.