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.
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.