AI Insights · Timothy · October 2022
Top 5 Third Person Games on Android in South Africa Q3 2022
Discover the performance trends of the top 5 third person games on Android in South Africa during Q3 2022, including metrics on downloads, revenue, and active users.
In the third quarter of 2022, the top five third person games on the Android platform in South Africa showcased varied performance trends in terms of weekly downloads, revenue, and active users. Here's a closer look at each app's performance during this period. All data is sourced from Sensor Tower, where more detailed insights can be found.
Subway Surfers, developed by SYBO Games, maintained a steady presence with weekly downloads fluctuating between 18K and 30K. The peak in downloads was observed in mid-July with approximately 30.2K. Weekly revenue saw a decline over the quarter, starting at around $672 and dropping to about $181 by the end of September. Active users remained relatively stable, averaging around 230K weekly, with minor fluctuations.
School Party Craft by Candy Room Games & RabbitCo exhibited a significant increase in weekly downloads, starting at 2.5K at the beginning of the quarter and peaking at 27.8K in early September. The game did not generate revenue during this period. Active users also surged from approximately 11K to 77.9K, showcasing growing engagement.
Temple Run from Imangi Studios experienced consistent download numbers, ranging from 10.8K to 16.5K weekly. The highest weekly revenue was $17 at the start of August. Active user numbers saw a rise from about 73K to 93.7K by the end of August, before stabilizing around 87.8K towards the end of the quarter.
Race Master 3D - Car Racing by SayGames Ltd had a steady download rate, averaging around 14K per week, with a slight dip in mid-August to early September. Weekly revenue varied, peaking at $129 in early July and tapering off to about $54 by the end of September. Active users showed a declining trend, from about 59.6K in late June to 46.4K in late September.
Dream Wedding! by MagicLab saw a decrease in weekly downloads from 19.2K at the start of the quarter to about 5.9K by the end of September. The game did not generate revenue during this period. Active users also declined, starting at approximately 35.3K and dropping to around 17.2K by the end of the quarter.
For more detailed insights and comprehensive data, visit Sensor Tower.