Academic literature on the topic 'Candy Crush Saga'
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Journal articles on the topic "Candy Crush Saga"
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.
Full textBedard, 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.
Full textVaronis, 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.
Full textChen, 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.
Full textFilipe 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.
Full text"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.
Full textDissertations / Theses on the topic "Candy Crush Saga"
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.
Full textKarnsund, 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.
Full textDet 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.
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.
Full textYang, 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.
Full text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.
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.
Full text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.
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.
Full text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.
Books on the topic "Candy Crush Saga"
Crush, Candy. Official Candy Crush Saga Top Tips Guide. Grand Central Publishing, 2015.
Find full textConference papers on the topic "Candy Crush Saga"
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.
Full textSoroush, 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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