AI Insights · Timothy · January 2023
Top 5 Ultracasual Games Performance in UAE for Q4 2022
Explore the performance of the top 5 ultracasual games on a unified platform in the UAE during Q4 2022, including insights on downloads, revenue, and active users.
During the fourth quarter of 2022, the top 5 ultracasual games in the United Arab Emirates showcased diverse trends in weekly downloads, revenue, and active users. The data, provided by Sensor Tower, reveals valuable insights into the performance of these popular applications.
Diamond Painting ASMR Coloring experienced fluctuations in its metrics. The weekly revenue peaked at approximately $77 in the week of December 5. Weekly downloads varied, with a high of 470 in the week of November 28 and a low of 254 in the final week of December. The weekly active users ranged from 2.3K to 2.7K, showing some variations throughout the quarter.
Goo: Slime simulator, ASMR saw consistent active user engagement, with the numbers peaking at 6.4K in early October and then experiencing a slight decline to 4.5K by mid-December. The weekly revenue hovered around the $20 to $30 range, reaching a high of $36 in late October and early November. Downloads remained minimal, with a notable spike to 16 in the last week of December.
Acrylic Nails! from Crazy Labs showed significant activity in terms of downloads and active users. Weekly downloads peaked at 1.4K in mid-December and remained above 700 for most of the quarter. The weekly revenue was highly variable, with a peak of $107 in early October and a low of $0 in the last few weeks of December. Active users ranged from 3.3K to 4.4K, indicating steady engagement.
Jelly Dye:Satisfying ASMR Game by AI Games FZ exhibited a decline in downloads and active users over the quarter. Downloads started strong at 1.8K in early October but dropped to 551 by the end of December. The weekly revenue saw a significant increase, peaking at $38 in mid-December. Active users followed a similar trend, starting at 4.5K in early October and decreasing to 2K by the end of the quarter.
Slime it: Slime Game Simulator had a relatively stable performance. The weekly revenue varied, peaking at $31 in mid-November. Downloads were minimal, with a slight increase to 7 in mid-October. Active users showed a consistent slight decline, starting at 397 in late September and reaching 331 by the end of December.
For more detailed insights and trends, visit Sensor Tower.