AI Insights · Timothy · July 2024
Top 5 Boxing Games Performance in Ecuador Q2 2024
In Q2 2024, the top 5 boxing games in Ecuador saw varying trends in downloads, revenue, and active users. Discover the performance highlights of these popular apps.
In the second quarter of 2024, the top 5 boxing games in Ecuador experienced a range of performance metrics across downloads, revenue, and weekly active users. Here’s a detailed look at how each of these games fared:
Boxing Star: Real Boxing Fight saw notable fluctuations in revenue, starting at $79 in the first week of April and peaking at $255 in early June. Downloads were highest in the first week of April with 2K but then stabilized around 150 in the later weeks. Weekly active users began at 1.8K, spiking to 5.1K in the second week, and then gradually declined to around 878 by the end of June.
Real Boxing 2 had a revenue peak of $156 at the beginning of April, with a significant drop to around $12-$15 in the later weeks. Downloads remained relatively high, starting at 3K and slightly decreasing to around 1.1K by the end of the quarter. Active users began at 5.2K and steadily decreased to approximately 2.1K by the end of June.
EA SPORTS™ UFC® 2 experienced a gradual rise in revenue towards the end of Q2, peaking at $96 in mid-June. Downloads were consistent, starting at 2.8K and maintaining a range between 2.1K and 3.1K throughout the quarter. Active users showed a steady trend, beginning at 3.8K and ending slightly lower at 3.5K.
Real Boxing: KO Fight Club maintained modest but steady revenue, with weekly earnings ranging between $21 and $61. Downloads showed a significant increase towards the end of the quarter, from 150 in early April to 536 in the last week of June. Active users followed a similar upward trend, starting at 368 and rising to 745 by the end of June.
WWE Mayhem had a relatively stable revenue, with slight fluctuations between $9 and $59 per week. Downloads were highest at 680 in the second week of April and remained around 300-500 for the rest of the quarter. Active users started at 1.2K and ended at 1.2K, with minor variations throughout the period.
These insights are derived from Sensor Tower data, offering a comprehensive view of the performance of boxing games in Ecuador for Q2 2024. For more detailed insights and trends, visit Sensor Tower.