AI Insights · Timothy · January 2023
Top 5 Racing Games in the Netherlands: Q4 2022 Performance
Discover how the top 5 racing games performed in the Netherlands during Q4 2022, with insights on downloads, revenue, and active users.
In Q4 2022, the top 5 racing games in the Netherlands showcased varied performance trends across downloads, revenue, and active users. Here's a detailed look at their performance metrics, with data sourced from Sensor Tower.
Pocket Champs PVP Racing Games from MADBOX saw its weekly revenue fluctuate, peaking at around $5.6K at the beginning of October and ending the year at approximately $4K. Weekly downloads experienced a notable decline from 11.2K in early October to about 4.7K by the end of December. Similarly, weekly active users decreased from nearly 33K to 18.4K over the same period.
Race Master 3D - Car Racing by SayGames LTD displayed a more stable trend in weekly revenue, ranging from around $370 to $710, with a peak in the last week of December. The game’s weekly downloads showed an upward trend, starting at 5.9K and climbing to 8.9K by the end of the quarter. Active users saw a significant rise, from roughly 49K to 62K.
Bridge Race from SUPERSONIC STUDIOS LTD had minimal weekly revenue, oscillating between $8 and $44. Weekly downloads initially hovered around 5.1K, dipping to approximately 3.4K in mid-November, before surging to 9K in the final week of December. Active users followed a similar pattern, increasing from 15.4K to 23.2K over the quarter.
Snow Race!! by GOODROID, Inc. did not generate any revenue during this period. However, its weekly downloads grew from 2.7K at the end of September to a peak of 6K in late November, before tapering off to 3.5K by the end of December. Active users also increased from around 3.9K to 9K during the same period, showing a consistent upward trend.
Mario Kart Tour by Nintendo Co., Ltd. reported the highest weekly revenue among the top 5, with figures ranging from $6.4K to $14.7K, peaking in the last week of December. Weekly downloads were relatively stable, starting at 7.1K and ending at 5.3K. The game maintained a strong base of active users, fluctuating between 39.3K and 48.3K throughout the quarter.
For more detailed insights and data, visit Sensor Tower.