AI Insights · Timothy · October 2022
Top Cannabis Games on iOS in South America Q3 2022
Discover the performance trends of the top five cannabis games on iOS in South America during Q3 2022, including weekly downloads, revenue, and active user data.
The third quarter of 2022 saw interesting trends in the performance of the top five cannabis games on iOS in South America. Here's a detailed look at how these games fared in terms of weekly downloads, revenue, and active user metrics.
Hempire - Weed Growing Game Published by LBC Studios Inc., this game experienced a steady increase in weekly revenue, peaking at approximately $377 in the final week of September. Weekly downloads saw a significant spike in early August, reaching 2.7K, before stabilizing around 1K by the end of the quarter. Active users peaked at 4.4K in late August but saw a decline, ending the quarter at around 3K.
Weed Firm 2: Back To College Ludum LLC's game showed modest revenue gains, with a peak of $37 in mid-September. Downloads were highest in mid-August at 122 but dropped to around 28 by the end of September. Active users remained relatively stable, averaging around 250 throughout the quarter.
Bud Farm: Idle Tycoon Game Published by LDRLY, this game had a consistent but low revenue stream, peaking at $26 in mid-September. Weekly downloads varied, peaking at 24 in late August. Active users were minimal, with a slight peak of 27 in mid-July.
Wiz Khalifa's Weed Farm Metamoki Inc.'s game saw revenue fluctuations, peaking at $19 in mid-August. Downloads reached a high of 73 in mid-August but dropped to 26 by the end of September. Active users saw a slight decline from 145 in late June to 98 by the end of September.
Weed Inc: Idle Tycoon Another title by Metamoki Inc., this game had minimal revenue, with a peak of $57 in early August. Downloads showed a similar trend, peaking at 18 in mid-August. Active users remained very low, with only 10 recorded in late June.
For more detailed insights and data on these cannabis games, visit Sensor Tower. The trends observed reflect the dynamic nature of the gaming industry and the varying levels of user engagement across different titles.