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In the first quarter of 2025, the top boxing games in Turkey on a unified platform showed varied performance in terms of downloads, revenue, and active users, according to Sensor Tower data.
Real Boxing 2 saw a fluctuating trend in weekly revenue, starting at around $500 and ending the quarter at $605. Downloads spiked in mid-January with 11K but tapered off to approximately 7.4K by the end of March. Active users began at 23.8K, experiencing a decline to 17.8K by the quarter's close.
Boxing Star: Real Boxing Fight experienced revenue highs of $357 in mid-January, dropping to $68 by late March. Downloads peaked at 2.3K at the end of March, while active users increased to 6K in early March before settling at 5.9K.
WWE Mayhem had a steady revenue flow, with a low of $97 in early March and a high of $255 by the end of the quarter. Downloads remained consistent, closing at 2.5K, while active users fluctuated, ending slightly higher at 3K.
I, The One - Fighting Games showed strong download numbers, peaking at 27K in late February. Revenue saw a gradual increase, reaching $125 in mid-March, while active users peaked at 86K in February before settling at 73K.
Real Boxing: KO Fight Club had modest revenue growth, peaking at $116 in late February. Downloads were steady, ending at 1.4K, with active users decreasing from 4K to 2.2K by the quarter's end.
These insights, based on Sensor Tower data, offer a glimpse into the Turkish market's reception of boxing games, with more comprehensive details available from Sensor Tower.