Candy Crush

by Shant Ficarrotta


Candy Crush Image 1


Since the invention of both the computer and the cell phone, the demand for online and cell phone games have greatly increased. In fact, according to one statistic since the year 2007 there have been 217 million plus online gamers worldwide and growing. 8 In addition, with the invention of the smartphone, has helped increase that number. According to a CBS news stat, the number of active smartphone users around the world has reached the one billion mark and like the number of online users, it too is growing. Through the medium of Facebook, many people have been given the luxury if you will of playing these games that some might argue have no narrative or purpose.11 So my questions is, do these games that have no narrative serve a purpose?

When I first read the article by Nathan Walters titled, “Cinematic Experiences in Video Games: Worrying Trend” his argument was that games should not have or need a narrative. Games according to him were just for entertainment, nothing more, and nothing less. He continued to argue that games such as Super Mario Bros. in its simplistic form did not need a narrative, as because the sole purpose of the game was to win, and not die.15

So one might ask, where does Candy Crush Saga come into play? My point exactly! Where does it come into play? What purpose does it have since it does not have a “true” narrative?

To best answer these questions we need to first look at its history. Candy Crush Saga was created by King, a company that creates social games, that just so happens to be the largest game developer for Facebook .As well as being available online, these games are also available on both the iOS and Android market.4,5 Candy Crush Saga was first released on April 12, 2012 for Facebook, later being released for smartphones on November 14 of that same year. Candy Crush is so popular that it was downloaded over 10 million times just one month after its release, later being given the accolade of being Facebook’s number one game, having over 45 million monthly users of the same year.8,9 Candy Crush Saga since then has won the International Mobile Gaming Award’s 2013 Award.10 If Candy Crush isn’t enough King have other games such as Bubble Witch Saga, Farm Heroes Saga and a couple more of active games.

In responding to Walters’ conclusion on games not needing a narrative, I would have to disagree. However, with the popularity of the Candy Crush Saga, some might see his point. I can’t tell you how many Facebook statuses I read that talk about Candy Crush. Candy Crush this, Candy Crush that… I need more lives for Candy Crush, will you help me? I believe we as a society are using the Candy Crush Saga as a way of escaping the real world and trying to create a whole other one. So I wondered if there was any scientific study to prove Candy Crush’s effect on people, good or bad. According toRamin Shokrizade, a game industry researcher and applied virtual economist, he believes that use virtual currency as a way of enticing gamers, bribing you with extra lives or energy boosters, sometimes even threatening to take away one’s rewards if they do not comply.12He goes on to add that it is all about the test of skill, a game you can win through experience, until it is all about luck and not about skill. It is as if it were a battle, a battle going on between the smartphone and the gamer. Shokrizade theorizes that once a gamer starts purchasing things, this might and could alter the outcome of how well that gamer does; all this of course being denied by its creator, King. In order to not spend money on a “free” game Shokrizade suggests on having a game plan before ever playing the game. He suggests that the gamer should first find out what it is about, know the creators intentions of creating the game. It is better to turn away first, then to turn away later when you have already spent countless hours and money on a game that ultimately disappoints.12

Candy Crush Image 2


    Candy Crush like many others has made history. As addictive as these games can be, I believe it is ultimately up to the gamer as whether how addicted they are going to get. To me going back to Walters’ argument about narrative, I feel that the Candy Crush Saga itself is not a narrative, but the narrative itself is the relationship between the game and the gamer, therefore the gamer is the one who creates the story.

Works Cited:

  1. Sandle, Paul. “Candy Crush Saga leads European charge on Facebook”. Reuters. Retrieved 2013-09-10.
  2.   Yeung, Ken (2013-01-17). “’s ‘Candy Crush Saga’ Ousts ‘Farmville 2′ As Top Facebook Game”. Retrieved 2013-09-10.
  3.  Dredge, Stuart (2012-09-24). “ hails mainstream potential of mobile gaming | Technology”. Retrieved 2013-09-10.
  4.  “ bringing Facebook-synchronised version of Bubble Witch Saga to iOS | Bubble Witch Saga news | iPhone”. Pocket Gamer. 2012-07-04. Retrieved 2013-09-10.
  5.  Victoria Woollaston (2013-05-14). “Candy Crush Saga overtakes Angry Birds as the WORLD’S most popular game | Mail Online”. Retrieved 2013-09-10.
  6.  Jan 29th, 2013 (2013-01-29). “ releases new Candy Crush Saga highlights”. Retrieved 2013-09-10.
  7.  Noah Long (2013-01-18). “King’s Candy Crush Saga Is Now The Number One Facebook Game”. Retrieved 2013-09-10.
  8. Online Gaming Industry Stats. Comscore. 2007.
  9. Jan 29th, 2013 (2013-01-29). “ releases new Candy Crush Saga highlights”. Retrieved 2013-09-10.
  10. “Best Social Game – Candy Crush Saga”. Imgawards. Retrieved 2013-09-10. “Study: Number of Smartphones Users Tops 1 Billion”. CBS            Interactive. 2012.

12. Candy Crush Saga: Why You Play and Why You Pay. 30/7/13.



15. Walters, Nathan. Cinematic Experiences in Video Games: Worrying Trend. The Artifice, 2013

23 responses to “Candy Crush

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