Despicable Me: Minion Rush
Game
4 documents in the library are about Despicable Me: Minion Rush, from writers such as PocketGamer.biz and Mobilegamer.biz. Each has a summary and key insights with the page they come from.
Connections
The documents about Despicable Me: Minion Rush on the inner ring, the other games and companies they name on the outer one. Select a cover to see it up close and open it in a new tab; drag to move, pinch or Ctrl + scroll to zoom.
Key figures from the reports
Gameloft’s Despicable Me: Minion Rush utilizes a dual-currency economy of bananas and gold tokens, with purchase bundles ranging from $2 to $50.
PocketGamer.biz, 2013 · Monetizer: Gameloft's Despicable Me: Minions Rush, p. 1
Gameloft’s 'Despicable Me: Minion Rush' achieved 50 million downloads, illustrating the massive scale currently attainable by top-tier mobile titles.
PocketGamer.biz, 2013 · Mobile games industry news (w/e 19 July 2013), p. 1
Documents about Despicable Me: Minion Rush
Mario Kart Tour, Minecraft Blast, Zynga + Supercell deal blocked, games on Instagram(...?), more
The mobile games industry is currently characterized by significant shifts in platform strategy, studio consolidation, and the sunsetting of long-running titles.
- Zynga founder Mark Pincus revealed that a 2012 deal to acquire Supercell for $400 million was blocked by the Zynga board, a decision he now cites as a major strategic regret.
- Nintendo has officially closed Mario Kart Tour after seven years, during which the game generated approximately $270 million in revenue from 276 million downloads, with 39% of revenue originating from the US.
- Supercell has returned its underperforming title 'Mo co' to beta development, placing it in 'low maintenance mode' with no new content planned until a major update arrives later this year.
Mobile games industry news (w/e 2 August 2013)
The mobile games industry as of early August 2013 is characterized by a strategic shift toward platform-led distribution and the maturation of monetization models.
- Facebook’s mobile game distribution initiative generated 25 million downloads in the second quarter of 2013, signaling a move toward high-volume distribution alongside major partners like Gameloft and Gamevil.
- WeChat is leveraging its 330 million user base to enter the mobile gaming market, launching with four titles including international franchises like Fruit Ninja and Plants vs. Zombies 2.
- Puzzle & Dragons reached one million users in the United States, driving global daily revenues to approximately $5 million.
Monetizer: Gameloft's Despicable Me: Minions Rush
Despicable Me: Minion Rush, a free-to-play 3D endless runner developed by Gameloft for the iPad, utilizes a standard monetization framework common to the genre.
- Gameloft’s Despicable Me: Minion Rush utilizes a dual-currency economy of bananas and gold tokens, with purchase bundles ranging from $2 to $50.
- The game drives monetization through a multiplier-based progression system and by offering paid revives and mission-skipping mechanics.
- Onboarding is hindered by a lengthy initial download and an immediate, intrusive push notification prompt that risks early player churn.
Mobile games industry news (w/e 19 July 2013)
The mobile gaming industry in mid-2013 is characterized by rapid growth in user acquisition and significant consolidation, particularly within Asian markets.
- Baidu’s $1.9 billion bid for 91 Wireless highlights intense competition among Chinese tech giants like Tencent and 360 to control Android distribution channels.
- The Korean messaging platform Kakao generated over $300 million in revenue during the first half of 2013 through its integrated games platform.
- Kabam reached a $700 million valuation following a private share placement, signaling strong investor confidence in the scalability of free-to-play business models.
Companies behind it
As the documents state it.
