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  2. Activision Blizzard Acquires Candy Crush Maker King Digital ...

    techcrunch.com/2015/11/02/activision-blizzard...

    Activision acquires Candy Crush maker King Digital Entertainment for $5.9B in the largest accidental in-app purchase in history. — Sean Rose (@seanrose) November 3, 2015 More TechCrunch

  3. Candy Crush Saga - Wikipedia

    en.wikipedia.org/wiki/Candy_Crush_Saga

    December 11, 2014. Windows Phone. September 6, 2012. Windows. July 29, 2015. Genre (s) Puzzle. Candy Crush Saga is a free-to-play tile-matching video game released by King on April 12, 2012, originally for Facebook; other versions for iOS, Android, Windows Phone, and Windows 10 followed. It is a variation of their browser game Candy Crush.

  4. Activision Blizzard Closes Its $5.9B Acquisition Of King ...

    techcrunch.com/2016/02/23/activision-blizzard...

    King catapulted to the top of the mobile and social games rankings years ago on the back of the wildly popular Candy Crush series of games. This helped the 10 year-old company overtake Zynga as ...

  5. King (company) - Wikipedia

    en.wikipedia.org/wiki/King_(company)

    King, also known as King Digital Entertainment, is a Swedish video game developer and publisher that specialises in social games.Headquartered in Stockholm and London, [1] and incorporated as King.com Limited in St. Julian's, Malta, [2] King rose to prominence after releasing the cross-platform title Candy Crush Saga in 2012.

  6. Activision officially owns the maker of 'Candy Crush Saga'

    www.engadget.com/2016-02-23-activision-closes...

    The company has closed its $5.9 billion acquisition of King, making it the owner of Candy Crush Saga and giving it 310 million extra users. King will continue to operate independently, but make no ...

  7. 2020 in video games - Wikipedia

    en.wikipedia.org/wiki/2020_in_video_games

    Mobile games accounted for over $73.8 billion or 58% of the market, with computer games at $33.1 billion and console games at $19.7 billion. Virtual and augmented reality had about $6.7 billion , while video gaming content such as online streamers generated an additional $9.3 billion .

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