Candy Crush Saga
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Documents about Candy Crush Saga
Article
Beating Candy Crush Saga
The mobile gaming industry has undergone a profound transformation between 2021 and 2026, characterized by a shift from rapid, volume-based growth to a focus on sustainable monetization, operational efficiency, and technological integration.
- The game industry is shifting from traditional outsourcing to co-development models, which studios are increasingly using to scale operations without the overhead of direct hiring.
- Merge-2 mechanics have emerged as a significant competitive threat to the long-standing dominance of Match-3 games in the mobile puzzle market.
- Game development is undergoing a fundamental transition from logic-based programming to the use of world models, exemplified by ventures like Pim De Witte’s $134 million funding round.
Deconstructor of FunMay 2013
Article
King vs. Kabam on the Road to IPO
As of May 2013, King and Kabam emerged as the primary candidates for a post-Zynga initial public offering within the Western gaming sector.
- King and Kabam are the primary candidates for a post-Zynga gaming IPO, with both companies successfully transitioning from 100% web-based revenue in 2011 to approximately 50% mobile revenue by early 2013.
- King leads in scale and monetization, with a projected 2013 revenue run rate of $524 million and a user base of 66 million, compared to Kabam’s projected revenue of over $200 million.
- King’s growth is driven by a high-volume release strategy of a 'couple of games per quarter' and the massive success of Candy Crush Saga, which generates an estimated $1.5–2 million in gross daily revenue.
Mobile Dev MemoMay 2013
Report24 pages
Game Developer Index: Sweden 2012
The Swedish video game industry underwent a period of unprecedented expansion in 2012, characterized by a 60 percent increase in total turnover to 414 million euros and a 163 percent surge in profits to 38 million euros.
- In 2012, the Swedish video game industry experienced rapid growth, with total turnover rising 60% to 414 million euros and profits surging 163% to 38 million euros.
- The industry workforce expanded by 30% to 1,967 full-time professionals, supported by the launch of 37 new companies.
- Market success was driven by global hits like Minecraft and Candy Crush Saga, alongside established AAA output from studios such as DICE and Starbreeze.
DataspelsbranschenNov 2012