AI Insights · Timothy · January 2023
Top 5 Arcade Racing Apps in Australia: Q4 2022 Performance Review
Explore the performance of the top 5 arcade racing applications in Australia during Q4 2022, including downloads, revenue, and active user trends.
In Q4 2022, the top 5 arcade racing applications in Australia showcased varied performance trends in terms of downloads, revenue, and active users. Here's a detailed look at each app's performance.
Bridge Race from SUPERSONIC STUDIOS LTD saw a significant increase in weekly downloads towards the end of the quarter, peaking at approximately 20.3K in the final week of December. Weekly revenue also showed an upward trend, reaching around $167 by the end of the quarter. Active users increased from 69.4K at the start of the quarter to 66K by the end of December.
Shell Racing by BrandBase experienced fluctuations in weekly downloads, starting strong with 13.9K in early October but dropping to around 2.5K by the end of December. Active users followed a similar pattern, with numbers peaking at 13.4K in October and declining to about 4.6K by the end of the quarter.
aquapark.io from Voodoo maintained a steady revenue stream throughout Q4, with weekly revenue peaking at $93 in the last week of December. Downloads showed a notable increase towards the end of the quarter, reaching approximately 11K in the final week. Active users also rose significantly, from 48.5K at the start of the quarter to 54.9K by the end of December.
Race Master 3D - Car Racing by SayGames LTD demonstrated consistent weekly revenue, peaking at around $1.2K in the last week of December. Downloads showed a gradual increase, reaching 7.5K in the final week. Active users remained relatively stable, fluctuating between 35.9K and 41.9K throughout the quarter.
Wheelie Life 2 from Marcos Elena, despite being a newer release, showed impressive initial performance. Weekly downloads peaked at around 26.5K in late November but settled to approximately 3K by the end of December. Active users saw a high of 34.1K in late November, stabilizing at around 24.2K by the end of the quarter. Revenue peaked at $97 in late November.
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