AI Insights · Timothy · January 2026
Top 5 Trivia Games on iOS in Lithuania Q4 2025
Explore the performance trends of the top trivia games on iOS in Lithuania during Q4 2025, featuring insights from Sensor Tower.
In the fourth quarter of 2025, the performance of the top trivia games on iOS in Lithuania showcased some intriguing trends. According to Sensor Tower data, these apps demonstrated varying patterns in downloads, revenue, and active users.
Kahoot! Play & Create Quizzes experienced notable fluctuations in its weekly revenue, peaking at approximately $476 in mid-November and again at $472 in the final week of December. Weekly downloads rose significantly towards the end of the quarter, reaching 720 in the last week before settling at 500. Active users fluctuated throughout the quarter, peaking at 6.2K in mid-December.
Clever: Brain Training Games maintained a relatively stable revenue stream, averaging around $90 weekly with minor variations. Downloads showed a sharp decline mid-quarter, dropping to as low as 6, before recovering slightly to 51 by the end of December. Active users remained steady, with a slight dip from 307 to 264.
Elevate - Brain Training Games saw a peak in revenue mid-December at $152, while downloads fluctuated mildly, peaking at 92 in early November. The app's active users saw a minor increase early in the quarter, reaching 160, before stabilizing around 106.
GeoGuessr displayed an interesting trend in revenue, with a significant spike to $105 in late December. Downloads were relatively stable, peaking at 470 in the last week of the year. Active users showed a substantial increase towards the end of the quarter, jumping to 967.
Peak - Brain Training had minimal revenue with occasional spikes, reaching $47 at the end of December. Downloads varied throughout the quarter, peaking at 83 in mid-November. Active users remained fairly constant, fluctuating slightly around the 211 mark.
For more detailed insights and data, visit Sensor Tower. These trends offer a glimpse into the popularity and financial performance of trivia games in Lithuania, reflecting user engagement and market dynamics during this period.