AI Insights · Timothy · January 2023
Top 5 Cooking Games in Germany: Q4 2022 Performance
Explore the performance of the top 5 cooking games on a unified platform in Germany during Q4 2022, including trends in downloads, revenue, and active users.
During the fourth quarter of 2022, the top 5 cooking games in Germany showcased varied performance metrics. Below is a detailed analysis of each app's weekly downloads, revenue, and active users.
Eatventure saw a steady increase in weekly revenue, peaking at approximately $15K in the week of December 5. Weekly downloads experienced fluctuations, with a significant drop from 32K in mid-October to around 9.6K by mid-December. The active user base remained relatively stable, starting at around 100K in late September and ending the quarter at about 80K.
Boba Recipe: DIY Bubble Tea exhibited an upward trend in weekly downloads, reaching a high of 27.9K in mid-November before declining to 7.5K by the end of December. Active users followed a similar pattern, peaking at 75K in late November and then stabilizing around 54K towards the end of the quarter.
Lunch Box Ready experienced a decline in weekly downloads from 29.5K in late September to around 9.4K in early November. However, the downloads picked up again towards the end of the year, reaching 18.5K in the last week of December. Active users showed a similar trend, starting at 64K in late September, dipping to around 35K in mid-October, and then increasing to 54.6K by the end of the quarter.
Cooking Madness-Kitchen Frenzy maintained a consistent weekly revenue, hovering around $20K for most of the quarter and peaking at $24.6K in the final week of December. Weekly downloads showed a steady increase, reaching 18.2K in the last week of the year. Active users also increased, starting at 95K in late September and climbing to 102K by the end of December.
My Hot Pot Story displayed a notable rise in weekly revenue, starting at negligible amounts in early October and peaking at $12.9K in the first week of December. Downloads saw a significant spike, reaching 30.8K in mid-November, before gradually declining to around 7.2K by the end of December. Active users peaked at 46.4K in mid-November and then decreased to approximately 29K by the end of the quarter.
These insights are based on data from Sensor Tower. For more detailed analysis and trends in the mobile gaming market, visit Sensor Tower.