AI Insights · Timothy · July 2022
Top 5 io Games on Android in Netherlands Q2 2022
In the second quarter of 2022, the top 5 io games on Android in the Netherlands showcased varied performance in terms of downloads, revenue, and active users.
In the second quarter of 2022, the top 5 io games on Android in the Netherlands showcased varied performance in terms of downloads, revenue, and active users. Here’s a closer look at how these games fared:
Agar.io from Miniclip.com experienced a fluctuating trend in weekly revenue, peaking at around $168 in late May. Weekly downloads saw an initial increase, reaching 1.3K by the end of April, but then declined to approximately 731 by the end of June. Weekly active users followed a similar pattern, starting at 3.9K in late March and dropping to 3.4K by the end of the quarter.
Hole.io by VOODOO maintained a relatively stable weekly revenue, hovering around $50-$90 throughout the quarter. Weekly downloads were highest at the beginning of the period, with 5.7K in late March, but saw a significant decline to around 3.2K by the end of June. The game had a strong weekly active user base, starting at 30.2K and ending at 21.7K.
Little Big Snake from Shockwave LLC showed modest weekly revenue, peaking at $99 in early April and then gradually decreasing to $39 by the end of June. Weekly downloads remained fairly consistent, fluctuating between 165 and 285 throughout the quarter. Weekly active users started at 948 and ended at 859, indicating a slight decline.
Snake Rivals - Fun Snake Game by Supersolid had a steady weekly revenue, peaking at $99 in early May and then stabilizing around $58-$80 towards the end of the quarter. Weekly downloads were relatively low but stable, ranging from 96 to 135. Weekly active users saw a gradual decline, starting at 710 and ending at 518.
Nebulous.io from Simplicial Software, LLC experienced varied weekly revenue, with a notable peak of $187 in late May. Weekly downloads started at 180 in late March, peaked at 714 in mid-April, and then declined to 195 by the end of June. Weekly active users saw a significant increase from 635 in late March to a peak of 1.5K in late April, before stabilizing around 1K towards the end of the quarter.
These insights, derived from Sensor Tower, highlight the dynamic nature of the mobile gaming market in the Netherlands. For more detailed analytics and trends, visit Sensor Tower.