AI Insights · Timothy · July 2022
Top 5 Racing Games on iOS in Australia - Q2 2022
Discover the performance trends of the top 5 racing games on iOS in Australia during Q2 2022, based on weekly downloads, revenue, and active users.
During the second quarter of 2022, the top five racing games on iOS in Australia showcased varied performance trends in terms of downloads, revenue, and active users. Here’s a detailed look at the metrics for each game.
Bridge Race from SUPERSONIC STUDIOS LTD saw fluctuations in weekly downloads, peaking at around 11.9K in mid-April and then declining to about 6K by late June. Revenue remained relatively stable, with minor peaks and troughs, reaching a high of approximately $188 in mid-April. Active users experienced a slight decline from 31.1K at the start of the quarter to 35.5K by the end.
Race Master 3D - Car Racing by SayGames LTD had a notable increase in weekly downloads, peaking at 9.1K in late May. Revenue showed a variable trend, with significant peaks reaching up to $581 in mid-June. Active users gradually increased from 16.7K at the beginning of the quarter to a peak of 28.4K in late May, before slightly dropping to 21.5K by the end of June.
aquapark.io, developed by Voodoo, experienced a rise in weekly downloads, peaking at 7.4K in late May. Revenue remained modest throughout the quarter, with the highest weekly revenue recorded at $60 in late May. Active users saw an upward trend, starting at 25.8K and reaching a peak of 35.2K in late May before settling at around 29.3K by the end of June.
Pocket Champs PVP Racing Games by MADBOX showed significant growth in weekly downloads, rising from 1.1K in late April to a peak of 10.8K by the end of June. Revenue followed an upward trajectory, reaching a high of approximately $13.5K in mid-June. Active users also increased substantially, starting at 936 and reaching 16.2K by the end of the quarter.
Mario Kart Tour from Nintendo Co., Ltd. maintained steady weekly downloads, with slight variations peaking at around 4.6K in late April. The game generated significant revenue, peaking at approximately $11.3K in late May. Active users showed a declining trend from 42.8K at the start of the quarter to about 34.1K by the end of June.
These insights are based on Sensor Tower data, and for more detailed analytics, you can visit Sensor Tower's platform.