AI Insights · Timothy · July 2022
Top 5 Basketball Games Performance in the US for Q2 2022
An overview of the top-performing basketball games on a unified platform in the United States during the second quarter of 2022.
The second quarter of 2022 saw notable performance trends among the top 5 basketball game applications in the United States on a unified platform. Here’s a detailed look at their weekly downloads, revenue, and active users.
NBA 2K Mobile Basketball Game from 2K experienced a decline in weekly revenue, starting at around $429K in late March and decreasing to approximately $234K by the end of June. Weekly downloads fluctuated, peaking at 77K in early April before dropping to about 63K in the last week of June. The weekly active users saw a slight decrease from 313K in late March to 296K by the quarter’s end.
Mini Basketball by Miniclip.com showed a downward trend in weekly revenue, beginning at $84K in late March and ending at around $45K in late June. Weekly downloads also decreased significantly, from 142K in late March to approximately 37K by the end of June. The app's weekly active users dropped from 313K to 206K over the quarter.
Basket Battle by SUPERSONIC STUDIOS LTD saw a significant surge in weekly downloads and active users. Downloads skyrocketed from 295 in late April to 342K by mid-June, while active users increased from 287 to about 648K in the same period. Revenue saw a modest start with negligible amounts, peaking at $245 in the week of June 20.
Basketball Arena - Sports Game by MASOMO LIMITED experienced a consistent decline in weekly revenue, starting at $40K in late March and dropping to $12K by the end of June. Weekly downloads saw a slight decrease from 58K in late March to around 35K by late June. Active users also decreased from 172K to 127K over the quarter.
Basketball Stars™: Multiplayer from Miniclip.com showed relatively stable weekly revenue, fluctuating around the $25K to $35K range throughout the quarter. Weekly downloads slightly decreased from 39K in late March to about 33K by the end of June. The active users remained consistent, hovering around 220K to 237K during the period.
These trends highlight the dynamic nature of the basketball gaming market in the United States. For more detailed insights, visit Sensor Tower.