We’ve acquired Video Game Insights (VGI)!
In the first quarter of 2024, the top adventure games in Oceania displayed various performance trends across weekly downloads, revenue, and active users. Here’s a detailed look at the performance of the top 5 adventure games on a unified platform.
Super Mario Run from Nintendo Co., Ltd. experienced a gradual decline in weekly downloads, starting at around 6K in early January and dropping to approximately 3.1K by early March, before recovering to 4.9K in the last week of March. The game’s weekly revenue followed a similar downward trend, peaking at $1.8K in the first week of January and decreasing to about $1K by late February, with a slight recovery to $1.1K by the end of March. Active users saw a steady decline from 18.7K in early January to 13.8K in early March, eventually rising to 16.1K by the end of the quarter.
Brain Test 4: Tricky Friends by UNICO STUDIO had fluctuating weekly downloads, starting at 5.1K and decreasing to around 2.9K by late February, before stabilizing at around 3.3K by the end of March. Weekly revenue showed a general upward trend, beginning at $226 and peaking at $430 in mid-March. The game's active users remained relatively stable, fluctuating between 15.9K and 13.4K throughout the quarter.
Aha World: Doll Dress-Up Game from Aha World Ltd. had a notable decline in weekly downloads, starting at 6.5K in early January and dropping to about 2.2K by late February, with a slight recovery to 2.7K by the end of March. Weekly revenue also saw a downward trend, peaking at $2.4K in the first week of January and decreasing to around $1.5K by late February, before seeing a brief spike to $2.7K in mid-March. Active users demonstrated a similar trend, decreasing from 18K in early January to 14.3K by late February, with a slight recovery to 15K by the end of March.
Genshin Impact: Natlan Launch by COGNOSPHERE PTE. LTD. showed significant fluctuations in weekly revenue, starting at $88.3K in early January, peaking at $244.5K by the end of January, and then stabilizing around $63.6K by the end of March. Weekly downloads remained relatively stable, fluctuating between 3.5K and 2.7K throughout the quarter. Active users saw a slight decline from 84.6K in early January to 74.1K by the end of March.
The Sims™ FreePlay from Electronic Arts had a steady performance in weekly downloads, starting at 3.3K in early January and maintaining around 2.7K to 3.3K throughout the quarter. Weekly revenue showed a slight increase, starting at $19.4K in early January and rising to $22.3K by mid-March. Active users remained consistent, fluctuating between 10.6K and 12.2K throughout the quarter.
These insights are based on data from Sensor Tower. For more detailed analytics and trends, visit Sensor Tower.