AI Insights · Timothy · January 2023
Top 5 Boxing Games on iOS in Europe Q4 2022
Discover the performance trends of the leading boxing games on iOS in Europe during Q4 2022, including weekly downloads, revenue, and active users.
In the fourth quarter of 2022, the top five boxing games on iOS in Europe showed varied performance in terms of weekly downloads, revenue, and active users. Here’s a detailed look at their trends:
EA SPORTS™ UFC® 2 by Electronic Arts maintained a steady weekly revenue, peaking at around $2.9K in mid-October. The game saw a significant increase in weekly downloads, reaching a high of approximately 25.7K in the week of October 24. Weekly active users showed a notable rise from 133K at the end of September to about 151K by the end of October, stabilizing around 145K towards the end of December.
Real Boxing 2 from Vivid Games S.A. experienced a peak in weekly revenue of nearly $4.7K at the end of September, with a gradual decline towards the end of the quarter. Downloads fluctuated, with a notable peak of around 25.7K in the final week of December. Active users followed a similar trend, increasing from 36.9K at the start of the quarter to a high of approximately 39.4K at the end of December.
Punch Guys by Rollic Games saw a steady weekly revenue, with a peak of $454 in mid-December. Weekly downloads showed a decline, starting at around 13K in late September and dropping to about 8.8K by the end of December. Active users also decreased from approximately 24.7K to 17.9K throughout the quarter.
I, The One - Fighting Games from Azur Interactive Games Limited had a relatively low revenue, peaking at $181 in late November. Downloads increased steadily, reaching a high of approximately 7.8K in the last week of December. Active users remained stable, starting at about 61.3K and ending the quarter at approximately 67K.
MMA Manager 2: Ultimate Fight by Prey Studios showed a peak weekly revenue of around $4.4K in early November. Downloads saw a significant increase, with a high of approximately 9.3K in the same period. Active users fluctuated throughout the quarter, peaking at around 20.4K in mid-December before dropping to approximately 17.4K by the end of the year.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower.