A further major shift game with 2012's "Candy Crush Saga" and "Puzzle & Dragons", games that used a stamina-like gameplay feature found in social-network games like "FarmVille" to limit the number of times one could play it in a single period, but allowed optional in-app purchases to restore that stamina immediately and continue playing. This new monetization brought in millions of players to both games and million of dollars in revenue, establishing the freemium model that would be a common approach for many mobile game going forward. Mobile gaming grew rapidly over the next several years, buoyed by rapid expansion in China. By 2016, top mobile games were earning over a year, and the total revenue for the mobile games sector had surpassed that of other video game areas.