AI Insights · Timothy · July 2023
Top 5 Boxing Games in Central America Q2 2023
Discover the performance trends of the top 5 boxing games on a unified platform in Central America during Q2 2023, with insights on downloads, revenue, and active users.
In the second quarter of 2023, the top five boxing games on a unified platform in Central America showcased notable performance trends in terms of downloads, revenue, and active users. The data, sourced from Sensor Tower, provides an in-depth look into the app market dynamics.
I, The One - Fighting Games from Azur Interactive Games Limited saw a varied performance. Weekly revenue started at $11 in early April and peaked at $68 in mid-May, before stabilizing around $30-$40 towards the end of June. Weekly downloads showed a downward trend from 53K at the end of March to around 22K by the last week of June. Active users decreased from 100.9K in late March to approximately 63K by the end of the quarter.
EA SPORTS™ UFC® 2 by Electronic Arts experienced consistent revenue, peaking at $289 in mid-April, but then fluctuating between $93 and $173 towards the end of the quarter. Downloads peaked at 23.8K in early April but saw a steady decline to 10.2K by the end of June. Active users also declined from 26.2K in late March to about 15.2K by the end of June.
Punchy Race: Run & Fight Game from AI Games FZ had minimal revenue, with a peak of only $5 in mid-April. Downloads decreased significantly from 45.8K in late March to 5.9K by the end of June. Active users also saw a decline from 92K to 32.8K over the same period.
Arm Wrestling Master by GOODROID, Inc. showed promising growth in downloads, starting from 2 in mid-April and reaching 53.7K by the end of June. Active users also increased from 4K in early May to 76.8K by the end of June, indicating growing popularity despite no revenue data.
Real Boxing 2 by Vivid Games S.A. maintained a consistent revenue stream, peaking at $668 in early May and holding steady around $500 towards the end of June. Downloads were stable, with a peak of 16.9K in early May and ending at 9.3K in late June. Active users fluctuated but remained relatively stable, ending the quarter at approximately 15.9K.
For more detailed insights and data, visit Sensor Tower.