Product details

By continuing to use our site you consent to the use of cookies as described in our privacy policy unless you have disabled them.
You can change your cookie settings at any time but parts of our site will not function correctly without them.

Abstract

Frogmind is a mobile game development company based in Helsinki, Finland, and established in April 2012. Their first title, BADLAND, won numerous awards and to date they have developed three more games: BADLAND 2, Badland Brawl, and Rumble Stars Soccer. The goal of Frogmind’s founders is simple: to develop and self-publish games with best possible gaming experience and high production values by small independent teams of talented game developers without managers. However, the success of their games have put the founders in front of the challenge how to manage organizational growth while staying true to the core values. This case study is based on both primary and secondary data: we have interviewed one of the founders twice and collected information on Frogmind from various media outlets as well as industry reports. What is more, we have taught courses as well as published articles focusing on the game industry since 2013, so what you are about to read is a culmination of several years spent getting to know this fast-paced industry. We have designed this case study to work well in the domains of entrepreneurial growth, strategy, and creative industries, but its usability should not be limited to these domains only. Since companies operating in the digital / mobile domain are challenging many conventions prevalent in business schools, we believe this case study will be relevant in business schools in general. What is more, this case study would be relevant also in terms of teaching about organizational structures and processes: how a small game development studio balances between creativity and rationality, and how to introduce structures without imposing too many limitations.

Teaching and learning

This item is suitable for postgraduate courses.

Time period

The events covered by this case took place in 2012-2020.

Geographical setting

Region:
Europe
Country:
Finland
Location:
Helsinki

Featured company

Frogmind
Employees:
11-50
Turnover:
EUR 2 million
Type:
Privately held
Industry:
Mobile gaming

Featured protagonist

  • Johannes Vuorinen (male), Co-founder

About

Abstract

Frogmind is a mobile game development company based in Helsinki, Finland, and established in April 2012. Their first title, BADLAND, won numerous awards and to date they have developed three more games: BADLAND 2, Badland Brawl, and Rumble Stars Soccer. The goal of Frogmind’s founders is simple: to develop and self-publish games with best possible gaming experience and high production values by small independent teams of talented game developers without managers. However, the success of their games have put the founders in front of the challenge how to manage organizational growth while staying true to the core values. This case study is based on both primary and secondary data: we have interviewed one of the founders twice and collected information on Frogmind from various media outlets as well as industry reports. What is more, we have taught courses as well as published articles focusing on the game industry since 2013, so what you are about to read is a culmination of several years spent getting to know this fast-paced industry. We have designed this case study to work well in the domains of entrepreneurial growth, strategy, and creative industries, but its usability should not be limited to these domains only. Since companies operating in the digital / mobile domain are challenging many conventions prevalent in business schools, we believe this case study will be relevant in business schools in general. What is more, this case study would be relevant also in terms of teaching about organizational structures and processes: how a small game development studio balances between creativity and rationality, and how to introduce structures without imposing too many limitations.

Teaching and learning

This item is suitable for postgraduate courses.

Settings

Time period

The events covered by this case took place in 2012-2020.

Geographical setting

Region:
Europe
Country:
Finland
Location:
Helsinki

Featured company

Frogmind
Employees:
11-50
Turnover:
EUR 2 million
Type:
Privately held
Industry:
Mobile gaming

Featured protagonist

  • Johannes Vuorinen (male), Co-founder

Related