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case study

Candy Crush SAGA

Phil Waterhouse looks at the success of the Candy Crush Saga gaming app in the context of the app and social media markets

The valuation of the Snapchat app at over $3 billion suggests that the app market can be incredibly lucrative — especially when an app becomes the must-have one on the market. Apps such as Doodle Jump, Angry Birds, Twitter and Facebook can be seen as essential downloads for smartphone users.

I am constantly urging my students to utilise examples that they are familiar with in their exams — especially in relation to the BUSS4 paper. A recent article on the BBC website suggested that almost everyone under the age of 26 has heard of Snapchat. It is currently one of the most used apps on the web, with over 5 million active users and 10% of US mobile owners having downloaded it. In November 2013 Facebook’s $3 billion bid for Snapchat was rejected, despite it being only 2 years old and yet to register a profit.

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Plus Pools, e-cigs and All Stars

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Football ticket prices: do clubs consider price elasticity of demand?

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