Why aren‘t there ads on Candy Crush?

As a passionate mobile gamer and industry analyst, I‘ve done deep research into Candy Crush‘s monumental success. Many are curious why one of the most popular mobile games with over 2.7 billion downloads has no ads interrupting the sugary fun. Early versions did feature ads, but developer King made a pivotal decision in 2013 to remove all ads and avoid an ad-supported version indefinitely. Instead, in-app purchases and premium ad-free versions bring in steady revenue. Why? Let‘s dig into the data and designer psychology to find out.

In-App Purchases Are Wildly More Profitable

Candy Crush earns over $2 million daily just on iOS, primarily from in-app purchases of extra moves, lives, power-up boosters and more. Compare that to average eCPMS (revenue earned per 1,000 ad impressions) which often range from $1-5. Most players would rather enjoy uninterrupted gameplay than click/view ads, especially when progression is on the line in a puzzle game demanding focus.

Candy Crush‘s Monetization Dominance

King knows the importance of an effective monetization strategy. Here‘s how Candy Crush‘s revenue stacks up against mobile giants:

GameMonthly Revenue
Candy Crush Saga$130 million
Clash of Clans$85 million
Pokemon GO$83 million

Candy Crush destroys competition with 54% higher earnings than runner-up Clash of Clans. Now compare its 97.7% profit margins to King‘s margins back in 2012 when they utilized mobile ads – just 60%. The choice to drop ads provided an instant revenue surge.

Player Spending Totals $150 Million+ Monthly

Over $2 million daily means Candy Crush easily surpasses $60 million+ monthly from iOS alone. Estimates indicate Candy Crush grosses well over $150 million monthly across all platforms – with 98.8% coming straight from in-app purchases. Whales make up only 0.19% of players yet supply 47% of revenue.

Progression System Psychologically Compels Spending

What really sets Candy Crush apart in the mobile gaming world is its progression system effectively designed to prompt purchases. It lets you swiftly pass early levels, then ramps up difficulty later utilizing time constraints, complex objectives, limited moves and lives to stump players. This urgently pressures you to spend a few dollars on power-ups to progress.

Let‘s contrast Candy Crush with hyper-casual games like Angry Birds: simple physics-based gameplay with no loss condition. You fling birds freely, pass levels easily and never feel pressured to spend money to progress. Coincidentally, 90% of revenue for games like Angry Birds does come from ads – demonstrating the stark difference of financial motives in gameplay approaches.

Purchasing Behavior Analysis

Over 50% of Candy Crush‘s peak monthly active users (MAUs) make in-app purchases. With such a simple pickup-and-play design catering beyond just gaming enthusiasts, Candy Crush boasts incredible conversion rates.

Player StatPercentage
Paying Players50% of MAUs
Female Players66%
Over 55 years old22%

The prime purchasers? Working women over 25. Parents also admission to spending too much when kids make in-app purchases behind their back.

Why an Ad-Supported Version Wouldn‘t Work

Many freemium games offer a cheaper ad-supported version along with the paid edition. Why hasn‘t King experimented with squeezing more revenue through an ad-driven Candy Crush?

Poor User Experience

Forcing full-screen video ads between attempts would severely disrupt Candy Crush‘s addictive, intuitive gameplay. Say you failed a notoriously difficult level for the 10th time – you‘d now rage even harder having to watch a 30-second ad before trying again! It goes against the entire purpose of Candy Crush‘s progression system psychologically tailored to get you to buy boosts.

Analytics show only 5% of players opt into ad-driven versions of freemium games. So potential revenue there does not outweigh the consequences of sabotaging the experience.

Demographic Mismatch

The target demographics also do not align. Mobile game ads appeal to the typical paying player stereotype – male teens and 20-somethings eager to demonstrate skills. While Candy Crush‘s player base skews 66% female, with a healthy 22% over 55 years old. Attempting to monetize through ads could drastically undermine their whole women-focused marketing and ostracize their loyal mature player base.

So in summary – Candy Crush‘s meticulously-tuned progression system fueled by in-app purchases generates Envato-levels of monthly revenue through extremely savvy game design and player manipulation tactics. It has achieved such meteoric success and mass market appeal precisely because of its strategic decision to remain ad-free.

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