AI Insights · Timothy · July 2022
Top 5 Tank Games in Oceania: Q2 2022 Performance Insights
Discover the performance trends of the top 5 tank games on a unified platform in Oceania for Q2 2022, including weekly downloads, revenue, and active users.
In Q2 2022, the top 5 tank games in Oceania showed varying performance trends in terms of weekly downloads, revenue, and active users. Here's a detailed breakdown of their performance:
Tank Stars from AI Games FZ exhibited a steady performance in weekly revenue, fluctuating between approximately $1.1K and $1K throughout the quarter. Weekly downloads peaked at around 5.1K in mid-April, while weekly active users ranged from 15.7K to 19K, showing some fluctuations but ending the quarter at around 16.6K.
War Machines:Battle Tank Games by Wildlife Studios saw a consistent weekly revenue, peaking at $16.8K in mid-April and ending the quarter at $15K. Downloads showed a significant drop from 3.4K in mid-April to 1.1K in mid-June, with a slight recovery to 1.9K by the end of June. Active users were relatively stable, with a minor dip mid-quarter but ending strong at around 11K.
World of Tanks Blitz™ by WARGAMING Group Limited experienced a varied revenue trend, peaking at $11.8K in early April and stabilizing to around $9.1K by the end of June. Downloads remained consistent, averaging around 1.2K per week, while active users hovered around the 8.2K to 8.8K mark, maintaining a steady user base.
Massive Warfare: Tank Battles from Tiny Bytes saw an upward trend in weekly revenue, reaching a peak of $4.4K in mid-June and ending the quarter at $4K. Downloads fluctuated, with a notable increase to 1.3K in early May and ending the quarter at around 1.1K. Active users grew from 1.6K at the beginning of the quarter to just over 2K by the end of June, indicating a growing player base.
Tank Warfare: PvP Battle Game by 雅芳 朱 showed a varied revenue pattern, peaking at $2.4K in early May and ending the quarter at $1.8K. Downloads were low, with a peak of 1.1K in mid-May but dropping to around 250 by the end of June. Active users remained minimal, fluctuating between 100 and 600 throughout the quarter.
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