AI Insights · Timothy · July 2022
Top 5 Fidget Toys Games on iOS in the Middle East in Q2 2022
Explore the performance of the top 5 fidget toys games on iOS in the Middle East during Q2 2022, including trends in downloads, revenue, and active users.
During the second quarter of 2022, the top 5 fidget toys games on iOS in the Middle East showed diverse performance trends in terms of downloads, revenue, and active users. Here’s a detailed look at how each app performed.
Slime it: Slime Game Simulator experienced a steady decrease in weekly revenue, starting at around $621 and gradually declining to approximately $314 by the end of June. Weekly downloads showed fluctuations, peaking at 31 in the second week of April and ending the quarter with 23. The app's weekly active users remained relatively stable, averaging around 3K throughout the quarter.
Fidget Spinner had a varied revenue trend, starting with $77 at the end of March, decreasing to $9 in mid-May, and closing the quarter with no revenue. Downloads for the app were inconsistent, with a notable peak of 93 in mid-May and a final surge to 83 in the last week of June. The active user base showed minor fluctuations, maintaining an average of around 150 users weekly.
Antistress - Satisfying Games! generated minimal revenue, starting at $77 in late March and dropping to $3 by the end of June. Downloads were low, with a slight increase in the last week of June to 13. There were no active user metrics available for this app during the quarter.
Fidget Toys 3D showed a more dynamic performance. Weekly revenue fluctuated, peaking at $50 in mid-April before settling around $21 by the end of June. Downloads were robust, starting at over 2K in late March, peaking at over 5K in mid-April, and ending the quarter with 3.5K. The active user base was strong, averaging around 12K weekly, with a peak of over 16K in mid-April.
Antistress - Relaxing games had a mixed revenue performance with peaks and troughs, starting at $11 in early April, peaking at $35 in mid-June, and then dropping to zero. Downloads surged in mid-April to 3.5K but generally hovered around 400 thereafter. The app maintained a steady active user base, averaging around 2.5K weekly, with a significant peak of over 7K in mid-April.
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