Call of Duty®: Mobile vs Minecraft: Play with Friends!
Revenue, downloads, ratings and category context for two iOS apps. Figures are estimates and should be read as ranges, not exact totals.
| Metric | Call of Duty®: Mobile | Minecraft: Play with Friends! | Readout |
|---|---|---|---|
| Estimated revenue / mo | ~$15M | ~$8.0M | Call of Duty®: Mobile |
| Revenue band | $15M (point est.) | $8.0M (point est.) | Use range + confidence |
| Estimated downloads / mo | ~2.4M | ~468k | Call of Duty®: Mobile |
| Download band | 2.4M (point est.) | 468k (point est.) | Use range + confidence |
| Rating | 4.67 | 4.51 | Call of Duty®: Mobile |
| Rating count | 2.0M | 825k | Call of Duty®: Mobile |
| Tracked keywords | 4 | — | Call of Duty®: Mobile |
| Category | Games | Games | Same market |
Which app is bigger?
Call of Duty®: Mobile and Minecraft: Play with Friends! are compared inside Games with monthly revenue, downloads, rating, review volume, keyword footprint, category placement and range context. Call of Duty®: Mobile has about 2.4M monthly downloads and Minecraft: Play with Friends! has about 468k, while revenue readouts are $15M and $8.0M. Call of Duty®: Mobile wins the revenue readout, Call of Duty®: Mobile wins demand, Call of Duty®: Mobile has deeper review volume, and Call of Duty®: Mobile has the larger tracked keyword footprint. The better app depends on the job: choose the revenue leader when you need monetization proof, choose the download leader when reach matters, and choose the higher-rated or deeper-reviewed app when market trust is the constraint. Read both ranges rather than only the midpoint, then open the category hub and related collections to see whether this pair is an outlier or a normal category pattern.