AI Insights · Timothy · October 2022
Top 5 Boxing Games in Peru Q3 2022: Unified Platform Performance
An overview of the performance of the top 5 boxing games in Peru for Q3 2022, highlighting key metrics such as weekly downloads, revenue, and active users.
The third quarter of 2022 saw varied performance among the top 5 boxing games on a unified platform in Peru. Here, we break down the weekly downloads, revenue, and active user trends for each game, based on data from Sensor Tower.
Punchy Race: Run & Fight Game from CASUAL AZUR GAMES experienced fluctuations in weekly downloads, peaking at around 10.5K in late August. The game saw a notable surge in active users, reaching approximately 26.8K in the same period. However, the weekly downloads and active users dropped towards the end of Q3, finishing with around 6.4K downloads and 19.5K active users.
I, The One — Fun Fighting Game, also from CASUAL AZUR GAMES, had modest weekly revenue, peaking at $75 in late July. Weekly downloads showed a decline from early July's 5.3K to around 1.4K in early September, before rising again to 3.1K by the end of the quarter. Active users saw a similar trend, starting at 9.2K in late June and ending the quarter at approximately 7.3K.
Bad Girls Wrestling Game by Fighting Arena saw a steady increase in weekly downloads, peaking at 4.7K in late July. Active users followed a similar pattern, peaking at 6.5K in the same period. The game maintained a consistent performance towards the end of the quarter, with weekly downloads around 2.2K and active users at approximately 4K.
Punch Guys from Rollic Games had a varied performance in Q3 2022. Weekly downloads peaked at 5K in early July but showed a declining trend, ending the quarter with only 205 downloads. Active users also saw a downward trend, peaking at 5.2K in early August and closing the quarter at around 1.3K.
EA SPORTS™ UFC® Mobile 2 by ELECTRONIC ARTS maintained a steady performance in weekly revenue, with minor peaks and troughs, reaching up to $114 in mid-July. Weekly downloads remained relatively stable, averaging around 1.6K throughout the quarter. Active users followed a similar pattern, starting at 2.6K in late June and ending the quarter at approximately 1.9K.
For more detailed insights and data, visit Sensor Tower.