Academic literature on the topic 'Candy Crush Saga'

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Journal articles on the topic "Candy Crush Saga"

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Coelho, P. M. F. "“Candy Crush Saga” o Game Fenômeno das Redes Sociais." Revista Hipertexto 4, no. 1 (June 30, 2014): 22–40. http://dx.doi.org/10.18249/2236-515x/hipertexto.v4n1p22-40.

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Bedard, Ana T. "What Candy Crush Saga Teaches Us About Motivating Employees." Performance Improvement 54, no. 4 (April 2015): 43–46. http://dx.doi.org/10.1002/pfi.21476.

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Varonis, Evangeline Marlos, and Maria Evangeline Varonis. "Deconstructing Candy Crush: what instructional design can learn from game design." International Journal of Information and Learning Technology 32, no. 3 (June 1, 2015): 150–64. http://dx.doi.org/10.1108/ijilt-09-2014-0019.

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Purpose – The purpose of this paper is to explore four general design features of King Digital Entertainment’s game “Candy Crush Saga” – structural, social, cognitive, and emotional – that reflect the principles of Universal Design for Learning and discusses how these features can be applied to course design in order to motivate learner persistence and increase student success. Design/methodology/approach – Both authors are casual Candy Crush game players intrigued by how the game motivates users to continue. The methodology began with participant observation and expanded to “deconstruction” of game features and application of research findings in multiple disciplines to build the argument that game design strategies can be applied to course design to enhance learning outcomes. Findings – Many factors influence game play, but it is crucial for each level to provide increasing challenges that motivate increased mastery but do not frustrate a player to the point of quitting. Similarly, course design that provides the opportunity for learners to achieve a sense of “flow” through the opportunity to identify goals, meet challenges, and receive feedback may encourage them to persist even when they are working autonomously as in some online environments. Research limitations/implications – This paper is based on an analysis of the design of a single game and has not been formally tested on course design. Some suggestions may be easier to implement in courses than others. Practical implications – The paper offers 14 structural, three social, four cognitive, and six social design strategies that can be implemented in course design as a way to potentially enhance learner engagement and learning outcomes. Originality/value – No published research exists that connects game design and course design in this fashion.
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Chen, Cheng, and Louis Leung. "Are you addicted to Candy Crush Saga? An exploratory study linking psychological factors to mobile social game addiction." Telematics and Informatics 33, no. 4 (November 2016): 1155–66. http://dx.doi.org/10.1016/j.tele.2015.11.005.

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Filipe Batista Silva de Carvalho, Leonardo, Ygor Corrêa, and Fúlvia Da Silva Spohr. "Candy Crush Saga e estereotipias de gênero: a relação entre a interface visual e a aderência de diferentes públicos." RENOTE 17, no. 1 (July 28, 2019): 233–43. http://dx.doi.org/10.22456/1679-1916.95787.

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Este artigo investiga questões relativas às implicações da representatividadede gênero na interface visual do jogo Candy Crush Saga, a partir de um estudo de caso. Embora de aparência associada ao gênero feminino, o jogo sugere o rompimento de estereótipos, ao passo em que engaja jogadores de diferentes gêneros e subjuga a perspectiva de estereotipias fixas. Neste horizonte, uma pesquisa com 20 indivíduos foi realizada com o uso de questionário online, a fim de identificar preferências no que toca a interface visual e as mecânicas de jogo – a maneira como é jogado. O que destaca as relações entre a identidade visual do jogo, sua mecânica e o engajamento dos jogadores quanto aos possíveis estereótipos de gênero. Os resultados evidenciaram que o jogo promove a aderência de diferentes gêneros, corroborando que a categoria “gênero” é um construto social efêmero, constatação que pode orientar as práticas pedagógicas quanto da utilização de jogos em sala de aula.
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"Candy Crush Saga is officially hard." New Scientist 221, no. 2961 (March 2014): 18. http://dx.doi.org/10.1016/s0262-4079(14)60572-8.

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Dissertations / Theses on the topic "Candy Crush Saga"

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Söderholm, Elin, and Sofia Flankkumäki. "How dark patterns affect desirability in Candy Crush Saga." Thesis, Tekniska Högskolan, Jönköping University, JTH, Datateknik och informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49111.

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Dark game design patterns are features used by game creators to manipulate the player to make certain choices. These patterns can lead to unintentional player actions causing negative experiences. In this descriptive user experience study, focused on the mobile game Candy Crush Saga, the dark patterns’ effect on desirability (whether something is fun and engaging) and the players’ decision to quit or continue to be a player due to the patterns were investigated. An online survey, where the participants were asked about their feelings towards five different dark patterns identified within Candy Crush Saga, was conducted and distributed by using Google Forms and Facebook. The survey received 60 responses from current and previous players of the game. The sample was not controlled and rather homogeneous, therefore it was not necessarily representative of the entire Candy Crush Saga audience. The analysis of the gathered data indicated correlation between the use of certain types of dark patterns and decreased desirability. Some variation could be detected between the effects of different dark patterns. Similarly, certain patterns had a stronger impact on the players’ decision to quit being a player and other patterns on the choice to continue. Four out of the five patterns studied were indicated as both a reason to quit for some and a reason to continue for others.  The results offer insight to game developers and businesses about the previously insufficiently studied connection between the dark game design patterns and their direct effects to the users’ perceived experience. It is apparent that a decrease in the use of certain dark patterns would contribute to  a more positive playing experience.
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Karnsund, Alice. "DQN Tackling the Game of Candy Crush Friends Saga : A Reinforcement Learning Approach." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-263313.

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This degree project presents a reinforcement learning (RL) approach called deep Q-network (DQN) for learning how to play the game Candy Crush Friends Saga (CCFS). The DQN algorithm is implemented together with three extensions, which in 2015 resulted in a new state-of-the-art on the Atari 2600 domain. This thesis shows that DQN in combination with the three extensions is an appropriate method for learning how to play CCFS. The influence that each of the extensions has on the performance is investigated separately, and reasoning for why or why not these extensions make sense in this environment is provided. CCFS is a stochastic game environment with many new features per level. This leads to a challenge when designing the reward function. This thesis investigates the impact of three different reward functions and reflects over why a certain type of design is more relevant. The results presented show that the DQN approach is able to learn a policy that increases its performance compared to that of random game-play. However, at this stage the performance is not yet reaching that of human game-play, but with further research we believe that it is possible.
Det här examensarbetet introducerar djupt Q-nätverk (DQN), ett tillvägagångssätt med förstärkande inlärning (RL), för att lära sig att spela spelet Candy Crush Friends Saga (CCFS). DQN implementeras tillsammans med tre tillägg, som 2015 resulterade i ett nytt toppresultat på Atari 2600-domänen. Detta examensarbete visar att DQN i kombination med de tre tilläggen är en lämplig metod för att lära sig att spela CCFS. Inverkan varje tillägg har på prestationen analyseras separat, och argument för och emot varför dessa tillägg är bra alternativ presenteras. CCFS är ett stokastiskt spel med flera nya element per nivå. Detta inför svårigheter i modelleringen av belöningsfunktionen. Detta examensarbete undersöker tre olika belöningsfunktioner och reflekterar över varför en viss typ av design är mer lämplig. Resultaten visar att DQN kan lära sig beslutstaganden som ökar dess prestation i jämförelse med slumpmässigt spel. Resultaten når i nuläget inte upp till mänsklig prestanda, men medytterligare forskning så tror vi att detta går att uppnå.
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García, Hernández Mònica, and Madeleine Volter. "Incremental digital product innovation in social mobile games : A case study of King Digital Entertainment." Thesis, Umeå universitet, Institutionen för informatik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-90205.

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The aim of this thesis was to increase understanding of King company success in the social mobile game industry by asking the question: How does a company manage to organize the innovation work in successful casual games within social mobile gaming industry? In order to answer it, we conducted a case study research with secondary data in which we examined the company to discover the elements that contribute to this success, despite a lack of research in how these kind of companies build their business model and strategies, highlighting the players' behaviour. Our findings conclude it is possible to success in social mobile game industry using incremental innovation in different aspects: games design, implementation of the games, and in the business model.  By applying this innovation, with a good viral strategy and giving the player the decision to play by free or purchasing virtual goods, King has been able to become the largest developer game company on Facebook.
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Yang, Yi-Feng, and 楊宜峯. "A Study on the Factors Affecting Using Behavior in Community Games-Take “Candy Crush Saga” for Example." Thesis, 2013. http://ndltd.ncl.edu.tw/handle/tk2em9.

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碩士
世新大學
資訊管理學研究所(含碩專班)
101
In recent years, home networking and the popularity of portable mobile network, people can play in the community to share information and interactive platform. The community is the use of a specific platform game, so you can always use the network of people to pursue the game offers entertainment services, can be used across atforms restrictions, such as home computers, laptops, tablets and smartphones use a variety of platforms can use social games. However, the community game platform market competition more and more urgent, how to enhance the competitiveness of the game community, the company is crucial to sustainable development issues. In this study, extensible technology acceptance model, social motivation and information sharing behavior through literature analysis and discussion, as well as issuing questionnaires to explore the game's user community for the community game technology acceptance, information sharing and Community motive. Based on the findings, the user community through social motives continued use of games, social games and interactive information sharing behavior influence the formation mechanism of the exchange of information and good interactive relationship, prompting the community to get the image and reputation of the game to establish and improve users willing to use to achieve the goal of sustainable management community game.
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Chang, Wei-Ling, and 張微玲. "A Study on the Continuance Intention of Social Network Games: A Case of Candy Crush Saga on Facebook." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/89vet6.

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碩士
大同大學
資訊經營學系(所)
102
There are millions of social network games. It is extremely important that the game developers design their distinct strategies and let their users use their games continually to keep sustainable. There were only a few researches about the social network games so far. This thesis research is to investigate the factors affecting the continuance intention of social network games via perceived playfulness, flow theory, game design attraction and satisfaction with the case of Candy Crush Saga. This study used an online questionnaire to conduct a survey to the Candy Crush Saga users in Taiwan. We collected 357 valid questionnaires and analyzed the collected data by partial least square approach, including descriptive statistics, reliability analysis, validity analysis and path analysis via SPSS 18.0 and Smart PLS 2.0. The results obtained from this study show that Candy Crush Saga users’ perceived playfulness and game design attraction would let users generate immersion; Candy Crush Saga users’ perceived playfulness, immersion and game design attraction have significant effect on their satisfaction and continuance intention. Therefore, the users’ continuance intention would be higher when they have higher perceived playfulness, immersion, game design attraction and satisfaction. Perceived playfulness has the largest positive effect on continuance intention among the antecedent variables. Consequently, if social network games developers increase playfulness of the games could extend users’ continuance intention and the life of the games.
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Chen-YuHsiung and 熊震宇. "An Empirical Study of the Impact of Conformity on APP Game user Intention from TRA and expanded TAM -The case of Candy Crush Saga." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/xa956b.

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碩士
國立成功大學
工程管理碩士在職專班
102
The smartphone has gained the popularity among the world in recent years. It’s more significant of APP and some APP can be downloaded by user from time to time. On the other hand, only the valued one will be keeped. App game is the most popular APP software and second one is about social intercourse. This study is based on Theory of Reasoned Action (TRA) & expanded Technology Acceptance Model , analyzing the influences on APP game from four aspects of “Perceived usefulness”, “Perceived ease of use”,“Perceived Playfulness”, “ Conformity” and “Subject Norm”. The questionnaires were put on internet to be the convenience sampling and snowball sampling from Candy Crush user. The 336 copies of questionnaires were received and 327 copies were effective. The data were analyzed and verified through descriptive statistics, factor analysis, reliability analysis, regression analysis and structural equation models. The analysis results are summarized as below: 1. The perceived usefulness has significantly positive impacts on APP game Candy Crush usage attitude. 2. The perceived ease of use has significantly positive impacts on APP game Candy Crush usage attitude. 3. Perceived playfulness has no significantly positive impacts on APP game Candy Crush usage attitude. 4. Conformity has a significantly positive impact on APP game Candy Crush usage subject norm. 5. APP game Candy Crush usage attitude has a significantly positive impact on usage intention. 6. APP game Candy Crush usage subject norm has a significantly positive impact on usage intention.
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Books on the topic "Candy Crush Saga"

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Crush, Candy. Official Candy Crush Saga Top Tips Guide. Grand Central Publishing, 2015.

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Candy Crush Saga Game Guide and Tips. Mihails Konoplovs, 2014.

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The Official Candy Crush Saga Top Tips Guide. Grand Central Publishing, 2015.

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Conference papers on the topic "Candy Crush Saga"

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Amaro, Ana Carla, Ana Isabel Veloso, and Lidia Oliveira. "Social games and different generations: A heuristic evaluation of Candy Crush Saga." In 2016 1st International Conference on Technology and Innovation in Sports, Health and Wellbeing (TISHW). IEEE, 2016. http://dx.doi.org/10.1109/tishw.2016.7847791.

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Soroush, Milad, Mark Hancock, and Vanessa K. Bonns. "Self-control in casual games: The relationship between Candy Crush Saga™ players' in-app purchases and self-control." In 2014 IEEE Games, Media, Entertainment (GEM) Conference. IEEE, 2014. http://dx.doi.org/10.1109/gem.2014.7048099.

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