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Learnings from the Finnish Game Industry

Published: 07 April 2016 Publication History

Abstract

The motivation behind our research was the rapid growth and business wins of world-class Finnish game companies, like Supercell, as well as the success of other game companies in Finland. In particular, Supercell's growth is something that has not been heard of before and this raised the interest to research what game companies have been doing right. Supercell is not the only Finnish success. Rovio is also well known and has the roots for success from few years before. There are also other game companies in Finland that have succeeded and this motivated us to investigate what is happening behind the game industry and what could be learned from there that could be applied to other software industry as well.
In order to explore and explain the different success factors, we interviewed the following eight Finnish game companies: Rovio Entertainment, Fingersoft, TicBits, Boomlagoon, 10tons, Tribeflame, Star Arcade and Mountain Sheep. In addition, we investigated public sources, like interviews given to newspapers and books written about companies. These sources cover well Supercell as they have given numerous public interviews to journalists. Similarly, Remedy was analysed based on public sources.
Based on the results we recognised some 30 patterns that, depending on the context, could be used in other organisations as well. The patterns include the applicable context where they can be used, driving forces (and counterforces) that should be recognised, the problem they are solving and the solution to the problem coupled with the key enablers. Furthermore, narrative stories based on the interviews and public sources are included.

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Cited By

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  • (2018)Testing methods for mobile game development a case study on user feedback in different development phases2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH.2018.8401372(1-8)Online publication date: May-2018

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VikingPLoP '16: Proceedings of the 10th Travelling Conference on Pattern Languages of Programs
April 2016
186 pages
ISBN:9781450342001
DOI:10.1145/3022636
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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  • Hillside Europe: Hillside Europe
  • Tampere University of Technology

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Association for Computing Machinery

New York, NY, United States

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Published: 07 April 2016

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  • (2018)Testing methods for mobile game development a case study on user feedback in different development phases2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)10.1109/SeGAH.2018.8401372(1-8)Online publication date: May-2018

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