AI Insights · Timothy · October 2022
Top 5 Boxing Games Performance in Europe Q3 2022
Discover how the top 5 boxing games performed on unified platforms in Europe during Q3 2022, including trends in downloads, revenue, and active users.
In the third quarter of 2022, the top 5 boxing games on unified platforms in Europe exhibited varied performance in terms of downloads, revenue, and active users. Here’s a detailed look at their metrics.
MMA Manager 2: Ultimate Fight from Prey Studios saw significant fluctuations in its weekly downloads, peaking at around 81K in mid-July and then declining to approximately 16.7K by the end of September. The app's weekly revenue followed a similar trend, starting at about $4.6K at the end of June and reaching a peak of nearly $19.4K in the first week of August before tapering off to roughly $7K by the end of September. Weekly active users also showed a peak in early August with approximately 91K users, gradually decreasing to about 46.6K by the end of the quarter.
Real Boxing 2 by Vivid Games S.A. maintained relatively steady weekly downloads, starting from around 74.5K and ending the quarter with about 45.7K. The weekly revenue for this app exhibited a slight decline, beginning at nearly $9K and ending at around $7.2K. The active user base saw a gradual decrease from approximately 128K at the end of June to about 88.8K by the end of September.
Boxing Star: Real Boxing Fight from THUMBAGE experienced consistent weekly downloads, starting at around 10.2K and peaking at approximately 15K in early August, before stabilizing at about 11.5K by the end of September. The weekly revenue for the game remained relatively stable, fluctuating between $5.3K and $9.5K throughout the quarter. The app's weekly active users also showed stability, with numbers ranging from around 36.4K to 50K.
EA SPORTS™ UFC® 2 by Electronic Arts had a strong performance in terms of downloads, starting from approximately 94.6K and maintaining a steady range around 72K to 76K towards the end of the quarter. The weekly revenue showed a more volatile trend, peaking at around $6.8K at the end of June and then fluctuating between $4.2K and $6.5K. The app's weekly active users held steady, with numbers ranging from approximately 338K to 383K.
Finally, WWE Mayhem from Reliance Games saw its weekly downloads fluctuate, starting around 10.8K and peaking at approximately 15.7K in mid-September, before ending the quarter with about 14.8K. The weekly revenue exhibited a slight decline, starting at about $5.2K and ending at around $3K. The app's weekly active users showed a steady increase, starting at approximately 22.3K and rising to about 27.1K by the end of September.
These insights are based on data from Sensor Tower. For more detailed analysis and trends, visit Sensor Tower.