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King Digital & Candy Crush
How a match-three puzzle game identical to ones.... Watch free
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King Digital & Candy Crush

How a match-three puzzle game identical to ones from 2005 still generates $2 billion annually — through perfectly calibrated behavioural economics.

In 2012, King Digital released Candy Crush Saga, a match three puzzle game identical to games from 2005. Nothing was new mechanically, but the business model was genius. Candy Crush was free. Progress was gated by limited lives. You ran out after 30 minutes of play, wait one hour for regeneration or pay one dollar to speed it up instantly. The monetization psychology was perfectly calculated, easy to learn, 5-year-olds played it. The curve was gentle, 60-year-olds played for hours, the game knew exactly how long you would play before hitting the paywall. By design, you hit it right. As frustration peaked and your willingness to spend was highest, by 2013, Candy Crush made $75 million monthly, played by over a billion people worldwide, downloaded on every continent.

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