AI Insights · Timothy · October 2022
Top 5 Boxing Games on Android in Mexico: Q3 2022
Explore the performance of the top 5 boxing games on Android in Mexico during Q3 2022, with insights on downloads, revenue, and active user trends.
In the third quarter of 2022, the top five boxing games on the Android platform in Mexico showcased varied performance in terms of downloads, revenue, and active user trends. Data from Sensor Tower provides a detailed look at these metrics for each game.
Punch Guys by Rollic Games saw a significant increase in weekly downloads early in the quarter, peaking at around 35.8K in late July before experiencing a decline to 3.1K by the end of September. Weekly revenue for the game started modestly and grew steadily, reaching approximately $25 by the last week of September. Active users also showed a peak in late July at around 45.1K before declining to 14.4K by the end of the quarter.
Punchy Race: Run & Fight Game from CASUAL AZUR GAMES had a strong start with weekly downloads hovering between 14.4K and 23.1K throughout the quarter. The game generated minimal revenue, with a slight increase to $7 in early September. Active users remained relatively stable, peaking at approximately 56.7K in late August and ending the quarter with 46.3K active users.
I, The One — Fun Fighting Game, also by CASUAL AZUR GAMES, experienced a consistent number of weekly downloads ranging from 8.1K to 22.2K. The game’s revenue saw minor fluctuations, peaking at $15 in early August. Weekly active users showed a general decline from around 47.1K at the start of the quarter to 34.2K by the end.
Bad Girls Wrestling Game by Fighting Arena had varied weekly downloads, peaking at 20.6K in late July and dropping to 7K by the end of September. The game generated minimal revenue throughout the quarter, with the highest weekly revenue being $11 in mid-July. Weekly active users followed a similar trend, peaking at 30K in late July and declining to 14.2K by the end of September.
Real Boxing 2 from Vivid Games S.A. saw steady weekly downloads, reaching a high of 17.3K at the end of June and maintaining around 13.4K by the end of September. The game’s weekly revenue remained relatively stable, averaging around $200-$270. Active users showed some fluctuation, peaking at 28.3K in early July and ending the quarter with 23.7K.
For more detailed insights and data on the performance of these and other mobile games, visit Sensor Tower.