AI Insights · Timothy · December 2022
Top 5 Boxing Games on Android in Australia - Q4 2022
Explore the performance metrics of the top 5 boxing games on Android in Australia for Q4 2022, including weekly downloads, revenue, and active users.
During the fourth quarter of 2022, the top 5 boxing games on the Android platform in Australia showed varying performance metrics in terms of weekly downloads, revenue, and active users. Here’s a detailed look at each game’s performance, based on data from Sensor Tower.
Punch Guys saw a fluctuating weekly revenue, peaking at $32 in the first week of October and then gradually decreasing, ending the quarter with $12 in mid-December. The game’s weekly downloads started at 1.4K in late September, dipping to around 809 in mid-December, before recovering slightly to 1.1K by the end of December. Weekly active users also declined from approximately 2.8K at the start of the quarter to 1.8K by the end.
EA SPORTS™ UFC® Mobile 2 experienced a varied revenue stream, starting at $159 in late September and seeing a low of $31 in early November, before climbing back to $159 in early December. Downloads remained relatively stable, with a slight increase from 488 in late September to 562 by the end of December. Active users showed a consistent upward trend, starting at 3.7K and ending the quarter at 4.2K.
I, The One — Fun Fighting Game displayed modest weekly revenue, peaking at $13 in late September, with a general decline throughout the quarter, ending at $7 by late December. Downloads, however, surged from 336 in late September to a peak of 838 in mid-December, before dropping to 577 by the end of the month. Active users followed a similar pattern, increasing from 797 to 1.6K over the same period.
Real Boxing 2 reported a strong weekly revenue performance, peaking at $480 in late November, with some fluctuations, ending the quarter at $453. Downloads showed a significant increase from 195 in late September to 1.2K by the end of December. Active users also saw a notable rise, starting at 1.8K and reaching 3.4K by the quarter’s end.
Gym Heros: Fighting Game had minimal revenue throughout the quarter, with occasional peaks like $17 in late November. Downloads started at 507 in late September and experienced a decline, finishing at 153 by the end of December. Active users decreased from 1.8K to 823 over the quarter.
For more detailed insights and data, visit Sensor Tower.