6/20/2023 0 Comments Prestonplayz mad pack![]() The average session time for Candy Crush is 43 minutes.That's almost an hour spent crushing candy!Overall, the statistics behind Candy Crush are staggering.From its billions of dollars in revenue to its millions of players, it's clear that Candy Crush is a game that has captured the world's attention.Whether you're a casual player or a Candy Crush addict, it's hard to deny the appeal of this sweet game. And don't forget about the time spent playing That's a lot of candy! Year Revenue 2013 $1Ĥ billion 2014 $1.9 billion 2015 $1.7 billion 2016 $1.4 billion 2017 $1.ġ billion 2018 $945 million 2019 $1 billion 2020 $935 million It's clear that Candy Crush is a cash cow for its publisher, King.But what about the players? According to one study, the average Candy Crush player spends $4.20 per month on in-app purchases.That might not sound like a lot, but with millions of players, it quickly adds up. Let's jump right in!Introduction to Candy Crush StatisticsHave you ever found yourself playing Candy Crush for hours on end? You're not alone! Candy Crush is one of the most popular games in the world, with over 270 million players each month.But have you ever stopped to think about the statistics behind this addictive game?Candy Crush was first released in 2012 and quickly became a worldwide sensation.With its bright colors, easy-to-learn mechanics, and challenging levels, it's no wonder that so many people are hooked.But what do the numbers say? As of 2021, Candy Crush has generated over $6 billion in revenue. Welcome to our blog post on Candy Crush statistics! Candy Crush is one of the most popular mobile games in recent times, played all over the world by people of all ages.The game has been tremendously successful, earning the developers millions of dollars in revenue.In this post, we'll discuss the revenue and spending on Candy Crush, as well as usage and demographic trends.Whether you're a casual player or a Candy Crush addict, this post is sure to give you a better understanding of the game's impact on the gaming industry and society as a whole.
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