AI Insights · Timothy · July 2024
Top 5 2D Cartoon Games on Android in New Zealand for Q2 2024
Discover how the top 5 2D cartoon games performed on Android in New Zealand during Q2 2024, with insights into their downloads, revenue, and active users.
During Q2 2024, the top 5 2D cartoon games on the Android platform in New Zealand showcased varied performances in terms of downloads, revenue, and active users. Here’s an overview of their trends, based on data from Sensor Tower.
Tile Family®:Match Puzzle Game saw impressive growth in both revenue and user engagement. Weekly revenue began at around $634 in early April and climbed to $1.2K by late June, peaking at $1.95K in the week of May 20. Downloads surged in mid-May, reaching over 4.7K, with a steady decline to 2.4K by the end of June. Active users also increased significantly, from around 598 in early April to 6.8K by the end of June.
For Royal Match, revenue remained strong throughout the quarter, starting at $20K in early April and peaking at $27.6K in mid-June. Weekly downloads fluctuated slightly, ranging from 2.4K at the start to 1.5K by the end of June. Active users consistently hovered around 28K to 31K, demonstrating a stable user base.
Braindom: Brain Games Test experienced steady downloads, starting from 1.6K in early April and increasing to 2.5K by late June. Active users showed a similar trend, beginning at 2.8K and reaching approximately 3.9K by the end of the quarter. However, weekly revenue for this game was minimal, mostly remaining under $3.
The performance of Wood Screw Puzzle indicated a gradual increase in both revenue and active users. Revenue rose from $152 in early April to $588 by the end of May, before stabilizing around $219. Downloads peaked at 2.9K in late April and then declined to 951 by the end of June. Active users grew from 4.3K in early April to 8.5K by late June.
Lastly, Offline Games - No Wifi Games maintained a consistent presence, with weekly revenue ranging between $6 and $43. Downloads varied, starting at 1K in early April and ending at 3K by late June. The game’s active users increased steadily from 5.8K to 10.2K throughout the quarter.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower's platform.