AI Insights · Timothy · October 2022
Top 5 Golf Games Performance in Oceania Q3 2022
Explore the performance of the top 5 golf games in Oceania during Q3 2022, including trends in downloads, revenue, and active users.
The third quarter of 2022 saw notable performances from the top 5 golf games on a unified platform in Oceania. Here's a closer look at the weekly trends in downloads, revenue, and active users for each game.
Golf Clash - Golfing Simulator from Electronic Arts experienced fluctuating weekly revenue, peaking at approximately $56K in early July and averaging around $37K to $50K for most of the quarter. Downloads showed a slight upward trend in July, reaching a peak of 1.2K in the week of July 25. Meanwhile, active users fluctuated moderately, peaking at 12.1K in mid-July and averaging around 10K to 11K towards the quarter's end.
Golf Rival - Multiplayer Game by Zynga Inc. saw a decline in weekly revenue, starting at around $31K in late June and dropping to approximately $20K by the end of September. Downloads also declined, beginning at 3.5K in early July and reducing to about 1.9K by the end of the quarter. Active users followed a similar trend, peaking at 12.4K in early July and decreasing to around 8.7K by late September.
Ultimate Golf! from Miniclip.com had varied weekly revenue, with a peak of $18.4K in late July and a low of around $8.9K by the end of September. Downloads exhibited a peak of 3.2K in mid-July, followed by a gradual decline to approximately 1.4K by late September. Active users peaked at 19.7K in late July, with a gradual decline to 13.6K by the end of the quarter.
WGT Golf by WGT had weekly revenue that remained relatively stable, with minor fluctuations between $5K and $7.4K throughout the quarter. Downloads varied slightly, peaking at 1.8K in mid-July and dropping to around 1.3K by late September. Active users showed a steady trend, averaging around 5.6K to 6.4K during the quarter.
Golf Battle also from Miniclip.com, maintained relatively stable weekly revenue, peaking at $4.4K in early August and averaging around $3K to $4K for the rest of the quarter. Downloads fluctuated slightly, with a peak of 3.8K in early August and reducing to approximately 2.9K by late September. Active users showed a steady increase, peaking at 17.8K in late August and maintaining an average of around 16.5K to 17.4K towards the quarter's end.
For more insights and detailed data, visit Sensor Tower.