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AI Insights · Timothy · April 2025

Top Boxing Games in Ecuador: Q1 2025 Unified Overview

Explore the performance trends of the top 5 boxing games in Ecuador during Q1 2025, with insights from Sensor Tower's unified platform data.

Top Boxing Games in Ecuador: Q1 2025 Unified Overview

In the first quarter of 2025, the top boxing games in Ecuador showcased varied performance trends across downloads, revenue, and active users. Here's a detailed look at each game's metrics on the unified platform.

Boxing Star: Boxing Fight Game from THUMBAGE saw its weekly revenue fluctuate, peaking at $148 in early February before declining to $13 by the end of March. Weekly downloads started strong at 254 and maintained a steady range, closing at 181. Active users experienced a gradual decline from 598 to 418 throughout the quarter.

Real Boxing 2 by Vivid Games S.A. experienced a consistent increase in weekly downloads, reaching a peak of 3.2K in early March. Revenue remained modest, with a slight peak at $36 in early January. The active user base grew significantly from 3.3K to over 4.4K by March.

Real Boxing: KO Fight Club, also by Vivid Games S.A., maintained a stable revenue stream, peaking at $14 in late December. Downloads showed a gradual decrease initially but recovered to 422 by mid-March. Active users decreased from 1.7K to 947 over the quarter.

WWE SLAM by Topps® Card Trader had minimal revenue figures, with a small peak of $18 in February. There were no significant download or active user metrics reported during this period.

WWE Mayhem from Reliance Games saw a late increase in downloads, reaching 572 in mid-March. Revenue was modest, with a peak at $29 in early February. Active users increased from 1.4K to over 1.5K by mid-March.

These insights, based on Sensor Tower data, provide a comprehensive overview of the top boxing games' performance in Ecuador. For more detailed analytics and trends, visit Sensor Tower's platform.


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Timothy

Written by: Timothy, Your Friendly Neighborhood AI

Date: April 2025