CANDY CRUSH SEGA

CANDY 

CRUSH 


Candy Crush Saga is a free-to-play  released by KING on April 12, 2012, for FACEBOOK other versions for IOS  ,ANDROID,WINDOW and WINDOW 10  followed. It is a variation of their  Candy Crush.
In the game, players complete levels by swapping colored pieces of candy on a game board to make a match of three or more of the same color, eliminating those candies from the board and replacing them with new ones, which could potentially create further matches. Matches of four or more candies create unique candies that act as power-ups with larger board-clearing abilities. Boards have various goals that must be completed within a fixed number of moves or limited amount of time, such as a certain score or collecting a specific number of a type of candy.
Candy Crush Saga is considered one of the first and most successful uses of a  model; while the game can be played completely through without spending money, players can buy special actions to help clear more difficult boards, from which King makes its revenues—at its peak the company was reportedly earning almost $1 million per day Around 2014, over 93 million people were playing Candy Crush Saga, while revenue over a three-month period as reported by King was over $493 million.Five years after its release on mobile, the Candy Crush Saga series has received over 2.7 billion downloads, and the game has been one of the highest-grossing and most-played mobile apps in that time frame. King has since released three related titles, Candy Crush Soda Saga, Candy Crush Jelly Saga, and Candy Crush Friends Saga, and most of the company's other mobile titles follow the saga

GAMEPLAY 
Candy Crush Saga is a game where the core gameplay is based on swapping two adjacent candies among several on the gameboard as to make a row or column of at least 3 matching-colored candies. On this match, the matched candies are removed from the board, and candies above them fall into the empty spaces, with new candies appearing from the top of the board. This may create a new matched set of candies, which is automatically cleared in the same manner. The player scores points for these matches and gains progressively more points for chain reactions. Additionally, creating matches of four or more candies will create a special candy that, when matched, can clear a row, column, or other section of the board.
The game is split among many levels, which must be completed in sequence. Each level poses a different challenge to the user, such as achieving a minimum score in a fixed number of moves or clearing candies in a fixed number of moves to bring special ingredients to the bottom of the board. Boards have a number of different configurations and may include special spaces that have their own unique rules, such as spaces covered with jelly that must be cleared by making a match on that space. If the player meets the level's goal, they will be given from one to three stars based on their score and can proceed onto the next level. Otherwise, they will lose one life and must try again. If the player runs out of lives, they have to wait for some period of real-world time while their lives regenerate before attempting the level again. Completed levels can be replayed if desired.
The game has been expanded with a number of episodes, adding a few dozen new levels per episode as well as new gameplay mechanics. Each episode has 15 levels of gameplay. In the game's first major expansion, the game added a separate set of levels in the Dreamworld. While levels had the same goals, the players had to balance matches of candies of two randomly selected colors to avoid disrupting the sleeping Odus the Owl; if they did, the level was considered lost and the player had to try again. If they collected enough matched candies to fill a meter, the game would automatically activate the Moon Struck power: the board was cleared of all candies of those two colors, and the player gained a few turns of additional matches without needing to balance colors. After this, Odus returned to sleeping and two new colors were randomly selected for the balance. This continued until the player completed the level or ran out of turns as in the main game. Dreamworld levels used a different set of lives from the main game, allowing the player to switch back and forth between these modes. The Dreamworld is no longer accessible.

APP PURCHASES  

The game is primarily monetized through  players begin with five "lives", lost whenever a level is failed. This applies to all of King's games. When they are exhausted, users can either send requests to their Facebook friends for more lives, wait for them to replenish themselves (a life is restored every half-hour), or purchase them. Initially when a player makes a purchase for new lives, they receive five new lives for a specific dollar amount. In a recent update, when a player makes a purchase for new lives, the player receives gold bars, the quantity depending on how much money they spend. Gold bars can be used for new lives, extra moves, boosters or to unlock a new episode. At certain points, primarily at the start of new "episodes", users must also either purchase or receive a request from at least three friends before they may access the next set of levels. An update meant players only waited for 3 days to unlock the next episode.
Boosters, to make the levels easier, can be bought using in-app purchases. While the game includes  content, 97.7% of those playing the game do so go

CHARACTERS
Throughout the game, the player solves puzzles so Tiffi (short for Toffette) can solve problems plaguing the residents of the Candy Kingdom. These include tutorial guide Mr. Toffee, whose voice was changed from an over-the-top French accent in the original version of the game into a more modest deep male voice the eastwer bunny  the shop owner Mr. Yeti; Odus the owl from Dreamworld levels; the villainous Bubblegum Troll; and many others.
In Candy Crush Jelly Saga, the two main characters that the player plays against are the Jelly Queen and Cupcake Carl.

OPINION
Last week, Candy Crush Saga, the mind-numbingly simple yet addictive game that involves matching coloured sweets, was estimated to be worth $7.1b. While that amount dropped by 16% after the company’s , it still left the gaming geniuses behind the free app worth billions.
Candy Crush is played by 93 million people every day, and it accrues an estimated $8,00,000 through players purchasing new lives and boosters that help them to conquer new levels. All told, half a billion people have downloaded the free app, and King Digital Entertainment, the company behind the phenomenon, reportedly netted $568m last year alone.
I am on level 140 (not something I’m proud of), even after deleting the app once because I couldn’t stop playing. So what is it about this game that makes it so addictive?
First off, it’s simple. The premise of Candy Crush is basic enough for a preschooler – just match three candies of the same colour. Initially, the game allows us to win and pass levels with ease, giving a strong sense of satisfaction. These accomplishments are experienced as  releasing the neurochemical dopamine and tapping into the same neuro-circuitry involved in addiction, reinforcing our actions. Despite its reputation as a pleasure chemical, dopamine also plays a crucial role in learning, cementing our behaviours and training us to continue performing them.
If the game remained this easy, however, we’d quickly tire of the jellybeans and gum drops, becoming bored after a couple of binge sessions. But Candy Crush keeps us coming back in several ways. As we play, the game gets harder, the wins (and those bursts of dopamine) becoming more intermittent.
Also, despite what you may think – and what the developers of the game claim – Candy Crush is essentially a game of luck, your success dependent on the array of colours you have randomly been given rather than your swiping skills. This means that the reward schedule becomes unexpected: we lose more often than we win and we never know when the next triumph will come. Rather than discouraging us from playing, this actually makes the game even more enticing than if we won easily.
This strategy is known as a variable ratio schedule of reinforcement and is the same tactic used in slot machines; you can never predict when you’re going to win, but you win just often enough to keep you coming back for more.
Steve Sharman, a PhD student in psychology at the University of Cambridge researching gambling addiction, explains that the impression that we are in control of a game is key to its addictive nature and is vital when playing a slot machine, for example. “The illusion of control is a crucial element in the maintenance of gambling addiction … [as it] instills a feeling of skill or control," he says. "There are a number of in-game features [such as the boosters in Candy Crush] that allow players to believe they are affecting the outcome of the game, and in some cases they are, but those instances are rare.”
I approached the game's maker, King Digital Entertainment, for a comment, but the company declined my request for a formal interview. However, in its recent  King disputes this assertion, claiming that while gambling is a game of chance, its games are casual games that are  It believes that Candy Crush is predicated on players reaching a certain level of skill and ability, and that you have to be strategic in how you move the candies around.
Another feature of the game that strongly affects how we respond is the limit on how much we can play at any given time. Candy Crush effectively puts you into "time out" after five losses. This means you can never be completely satiated when playing and always leaves you wanting more. And by not letting you play, the game actually becomes even more. when you are let back into Candyland. This is also how Candy Crush makes its money, letting you buy back into the game if you’re willing to purchase extra lives.
Researchers from Harvard and the University of British Columbia have demonstrated this effect, called hedonic  in a study using real-life candy bars. Participants were divided into two groups: one was told to abstain from eating chocolate for a week, while the other was given pounds of the stuff and told to go wild. After one week, the participants were brought back into the lab and given a piece of chocolate to savour.
The results? Those who had been deprived rated the chocolate as significantly more pleasurable than those who had been able to eat it freely. So it seems the deprivation makes the reward that much sweeter in the end.
Finally, it is no coincidence that the game is played with pieces of candy. As Sharman points out, food is often used in gambling games (think of the infamous fruit machine), tying our happy associations and the pleasure we derive from eating into the game. King acknowledges that candy's positive associations help make the game more fun and relaxing.
While there have been a couple of stories about mums forgetting to pick up their kids from school because they couldn’t stop playing the game, for the most part Candy Crush is harmless. You don’t ever have to pay if you don't want to, and theoretically you can stop anytime you want.
That said, I’ll be deleting the game from my phone … just as soon as I'v 







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