Analytics Case Study
European Journal of Operational Research 281 (2020) 642–655
Contents lists available at ScienceDirect
European Journal of Operational Research
journal homepage: www.elsevier.com/locate/ejor
Actualizing business analytics for organizational transformation: A
case study of Rovio Entertainment
Yenni Tim a , ∗, Petri Hallikainen b , Shan L Pan c , Toomas Tamm d
a School of Information Systems and Technology Management, UNSW Business School, University of New South Wales (UNSW), Room 2085, West Wing,
Quadrangle, Sydney 2052, Australia b Business Information Systems, University of Sydney Business School, Rm 4073, Abercrombie Building (H70), NSW 2006, Sydney, Australia c School of Information Systems and Technology Management, UNSW Business School, University of New South Wales (UNSW), Room 2015, West Wing,
Quadrangle, Sydney 2052, Australia d School of Information Systems and Technology Management, UNSW Business School, University of New South Wales (UNSW), Room 2111, West Wing,
Quadrangle, Sydney 2052, Australia
a r t i c l e i n f o
Article history:
Received 5 February 2018
Accepted 29 November 2018
Available online 12 December 2018
Keywords:
Business analytics
Technology affordances
Effective use
Value creation
Organizational transformation
a b s t r a c t
Increased access to data and affordable technologies today has made business analytics within the reach
of most organizations. However, many organizations are unsure of how to translate their analytics use
into organizational value. While the area of business analytics value creation has become a popular point
of discussion amongst practitioners, much research is needed to provide insights into the effective use of
business analytics. The objective of this paper is to deepen understanding in the effective implementation
of analytics within organizations. Specifically, we performed an in-depth case study at Rovio Entertain-
ment to investigate how a pioneer in mobile games initiated an analytics-driven transformation. This
study contributes to the theory and practice of business analytics in two ways. First, drawing on the per-
spective of technology affordances, this study sheds light on the varying affordances of business analytics.
Second, this study presents empirically-informed insights on how these affordances could be effectively
actualized for an analytics-driven transformation in an organization. Collectively, this study opens up the
black-box of effective implementation of business analytics for organizational value creation.
© 2018 Elsevier B.V. All rights reserved.
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1. Introduction
Businesses today are becoming increasingly intrigued by the
possibilities of business analytics (hereafter BA) to create value
( Chen, Chiang, & Storey, 2012; Ransbotham, Kiron, & Prentice,
2015 ). While many organizations recognize the power of BA
( LaValle, Lesser, Shockley, Hopkins, & Kruschwitz, 2011 ), many are
overwhelmed by the far-reaching changes required to transform
into a data-driven organization ( Brydon & Gemino, 2008; Rans-
botham et al., 2015; Vidgen, Shaw, & Grant, 2017 ). To date, there
is insufficient empirical research about how organizations could
translate their BA use into organizational value ( Fink, Yogev, &
Even, 2017; Hindle & Vidgen, 2018; Vidgen et al., 2017 ). The ob-
jective of this paper is to improve the understanding of how BA
∗ Corresponding author. E-mail addresses: [email protected] (Y. Tim), [email protected].
au (P. Hallikainen), [email protected] (S.L. Pan), [email protected]
(T. Tamm).
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https://doi.org/10.1016/j.ejor.2018.11.074
0377-2217/© 2018 Elsevier B.V. All rights reserved.
an be effectively implemented and actioned in an organization for
alue creation.
We have performed an in-depth case study of Rovio Entertain-
ent to investigate an organization that has recently completed
BA-driven transformation. As with other industries, a wave of
A adoption is emerging in the gaming industry, driven by the
vailability of massive user data and analytics technologies, as well
s the rise of the freemium business model ( Voigt & Hinz, 2016 ).
n response to these environmental changes, Rovio Entertainment,
company that has seen incredible success with its Angry Birds
ame franchise, initiated a transformation towards becoming a
ore data-driven organization.
We adopt the technology affordances perspective ( Majchrzak
Markus, 2012 ) as our theoretical lens to uncover the underly-
ng mechanisms of Rovio’s successful implementation of BA. The
echnology affordances perspective serves as a lens for researchers
o identify the important potentials of a technology, and to the-
rize the actions required to effectively actualize those potentials
o achieve desirable outcomes ( Majchrzak & Markus, 2012; Strong
t al., 2014 ). By conducting an in-depth qualitative exploration
Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655 643
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sing this theoretical perspective, we are able to develop insights
n how the affordances of BA can be effectively actualized for
alue creation.
Collectively, our findings contribute to both the theory and
ractice of BA by revealing the mechanisms by which BA are actu-
lized for organizational value creation. Theoretically, our findings
pen up the black-box of effective implementation of BA through
dentifying the varying technological and organizational features
hat drive the actualization of BA affordances. This conceptualiza-
ion contributes insights to an emerging literature that aims to
nderstand analytics-driven value creation in organizations ( Fink
t al., 2017; Hindle & Vidgen, 2018; Vidgen et al., 2017 ). For prac-
itioners, our findings make explicit the goals, expertise and or-
anizational arrangements required to actualize the affordances of
A to create organizational value. These insights provide necessary
uidance for practitioners to derive value from their increasing in-
estment in BA ( Ransbotham et al., 2015; Ransbotham, Kiron, &
rentice, 2016; Vidgen et al., 2017 ).
The rest of this paper is organised as follows. In Section 2 ,
e present a review of the literature on BA use for organiza-
ional value creation. We then discuss the emerging use of BA in
he gaming industry to provide a foundation for this research. In
ection 3 , we discuss the theoretical underpinnings of this study
nd outline how the perspective of technology affordances is par-
icularly suited for our investigation. In Section 4 , we discuss our
esearch design. In Section 5 , we provide a case description of
ovio’s analytics-driven transformation. In Section 6 , we present
he rich description of our analysis, and in Section 7 , we dis-
uss our empirically-grounded findings. We conclude with a dis-
ussion of the theoretical and practical contributions of the paper
n Section 8 .
. Literature review: business analytics for organizational value
reation
In this section, we first present a review of the literature on BA-
nabled value creation. In this discussion, we outline the specific
pportunities and challenges faced by organizations in actualizing
alue from their uses of business analytics. Second, following from
he organizational context of our study, we present a review on BA
se in the gaming industry. We focus on a recent shift of the dom-
nant business model in this industry (from premium to freemium
ames) and discuss the role of BA in this transformation. Taken to-
ether, through this literature review, we have identified the need
or more empirical research on how BA can be effectively lever-
ged for organizational value creation. We present a summary of
his research gap at the end of this review section.
.1. BA and organizational value creation
In this paper, we adopt the widely-cited definition of business
nalytics as “the extensive use of data, statistical and quantita-
ive analysis, explanatory and predictive models, and fact-based
anagement to drive decisions and actions” ( Davenport & Harris,
007 , p. 7). Henceforth, we use the abbreviation “BA” and “ana-
ytics” interchangeably to refer to “business analytics” as per the
bove definition. This view of analytics focuses on what BA af-
ords, and how BA can be actualized to inform action and create
alue ( Davenport & Harris, 2007 ). In today’s business environment,
ata and BA tools have become more available and accessible for
rganizations ( Brydon & Gemino, 2008 ). The challenge in organi-
ational BA use however, relates to understanding how insights
erived from analytics can be translated into actions and organi-
ational value ( Fink et al., 2017; George, Haas, & Pentland, 2014;
ansbotham et al., 2015; Vidgen et al., 2017 ).
Several scholars have highlighted that in addition to having ac-
ess to BA tools, it is important to consider several organizational
spects that play a role in effective BA use ( Brydon & Gemino,
008; Hindle & Vidgen, 2018; Trieu, 2017; Vidgen et al., 2017 ).
aValle et al. (2011) highlighted that the biggest barriers to har-
ess value from analytics are often not technological, but manage-
ial and cultural. Davenport and Patil (2012) suggested that data
cientists are the “primary gating factor” in determining whether
A will be effective within an organization. Abbasi, Sarker, and Chi-
ng (2016) also pointed out how professionals in varying roles are
ncreasingly expected and required to make use of data and analyt-
cs to improve their work. A large-scale survey conducted by Kiron,
erguson, and Prentice (2013) further suggests that successful an-
lytical companies often have senior managers who embrace and
upport analytics, and possess a widely shared belief that BA is a
ore asset that enhances the organization’s competitive edge. Pape
2016) also pointed out that the success of an organization’s BA
trategy requires many considerations ranging from the selection
f data and the quantifying of the data items’ value. Collectively,
ultivating a data-oriented culture is found to be fundamental to
he effective use of analytics in organizations ( Kiron, Shockley, Kr-
schwitz, Finch, & Haydock, 2011 ).
Taken together, insights from existing research reiterate the
iew that “value is created only when the data is analyzed and
cted on” ( Watson, 2014 , p. 1252, emphasis added). However, to
ate, only a handful of research focuses on a concrete understand-
ng of how organizations can derive value from analytics. For ex-
mple, Vidgen et al. (2017) investigated the challenges faced by
anagers in leveraging BA to create value. Using a mixed method
pproach, Vidgen et al. (2017) have identified 31 challenges faced
y organizations in building the required analytics capabilities.
he authors then proposed recommendations and checklists to
uide managers through data-driven transformation. More recently,
indle and Vidgen (2018) proposed a business analytics methodol-
gy involving four activities to guide practitioners in drafting an-
lytics initiatives. The proposed methodology focuses on business
odel building and introduces several techniques for organizations
o develop a rich picture of their business practices.
.2. BA use in the gaming industry
In this paper, we investigate the mechanisms of BA-enabled
alue creation in the gaming industry. As with other industries, BA
as emerged as an important catalyst for competition and inno-
ation amongst companies in the gaming industry ( Watson, 2014 ).
pecifically, a few changes in the gaming landscape over the past
ecade have increased the importance of BA for gaming compa-
ies. First, the increasing use of mobile devices has resulted in the
xplosive growth of mobile games ( Chulis, 2012 ). Second, the pop-
larity of social media platforms has stimulated the growth of so-
ial games, which focus on interaction and competition between
layers ( Liu, Li, & Santhanam, 2013 ). Third, the proliferation of ca-
ual gaming, combined with changes in player demographics and
references, has led to a decline in “pay-to-play” console and com-
uter games and the rise of a freemium business model ( Chulis,
012; Kumar, 2014 ).
The freemium model has rapidly become the dominant pric-
ng model for social network applications and games in the recent
ecade ( Kumar, 2014; Voigt & Hinz, 2016 ). In the gaming industry,
reemium business model is also known as “free-to-play” (F2P). In
016, 97 percent of mobile gaming revenue came from free-to-play
ames ( Newzoo, 2017 ). The rise of F2P is significant as it signals
shift from the long-established, product-based business model
n the gaming industry towards a highly dynamic, service-based
odel. As with any new business model, there are challenges to
e addressed by gaming companies in this transition. For example,
644 Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655
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the monetization mechanisms between the two models are drasti-
cally different ( Chulis, 2012 ). Historically, games are developed as a
product and monetized through either a one-off payment or an on-
going subscription. In the F2P paradigm however, monetization re-
lies on in-game micro-purchases, such as the sale of virtual goods,
as well as in-game advertising. In other words, in the new model,
value is created by both developers and users through constant en-
gagement ( Oestreicher-Singer & Zalmanson, 2013 ). It is therefore
becoming increasingly important for freemium companies to better
understand player behavior in order to make strategic adjustments
to optimize profitability ( Voigt & Hinz, 2016 ).
Triggered by these shifting requirements, gaming companies
have started to adopt analytics to secure a stake in the fast-
growing gaming industry, which is estimated to reach $65 billion
in revenue by 2020 ( Newzoo, 2017 ). BA affords the opportunity to
analyze player data for effective marketing and data-driven mon-
etization ( Chulis, 2012 ), ultimately allowing gaming companies to
become more flexible when developing customer-driven products
and services ( Watson, 2014 ). Because BA use in the gaming indus-
try has only emerged recently, research on game analytics is still
in its initial phases, with related publications stemming from the
early 2010s, primarily in the form of conference papers and work-
shop proposals (e.g., Andersen, Liu, Snider, Szeto, & Popovi ́c, 2011;
Deterding, Björk, Nacke, Dixon, & Lawley, 2013; Nacke & Drachen,
2011 ). These studies, as well as two recent books on the topic (i.e.
El-Nasr, Drachen, & Canossa, 2016; Loh, Sheng, & Ifenthaler, 2015 ),
primarily focus on defining the technicalities related to how an-
alytics can be used to inform a better design of game features
and experience. These discussions have revealed several important
game-play and player metrics that could be used by game compa-
nies to measure the performance of their games.
However, there appears to have been little attention to date
on the organizational implementation of game analytics. This lack
of research might be attributed to a misconception that effective
implementation of analytics is simply about having access to ap-
propriate analytics technologies ( Vidgen et al., 2017 ). As recent re-
search has pointed out, value creation from BA is in fact a pro-
cess of complicated organizational changes, such as business model
alignment ( Hindle & Vidgen, 2018 ) and changes in organizational
processes and strategies ( Vidgen et al., 2017 ). Against this back-
drop, we argue that investigating the effective actualization of BA
in the gaming industry is important for two reasons. First, the
gaming industry is evolving rapidly today with a new focus on BA-
driven value creation. Many game companies have, or are in the
process of, adopting game analytics today but there is little in-
formation and guidance available for how gaming companies can
leverage BA for value creation. Second, and broadly, a study of
effective BA im plementation could provide valuable insights for
other organizations looking to embark on a BA-driven transfor-
mation in response to changing environment. An understanding
of BA-driven transformation is relevant and insightful for most of
today’s organizations; notwithstanding, lessons learned from the
gaming industry will be particularly relevant for organizations op-
erating in a similar industry environment, such as internet start-
ups offering digital products.
3. Theoretical background: technology affordances and
actualization
In this study, we adopt the perspective of technology affor-
dances to theorize the organizational uses and implications of BA
in the game industry. The concept of affordances originates from
Gibson (1979) work in the field of ecological psychology. Gibson
(1979) first developed the concept of affordances to explain the
possibilities an object affords f or action. The concept of technology
affordances was then introduced by scholars in the recent decade
o capture the action potentials of technological objects ( Majchrzak
Markus, 2012; Majchrzak, Faraj, Kane, & Azad, 2013 ). Specifically,
echnology affordances refer to “what an individual or organization
ith a particular purpose can do with a technology” ( Majchrzak &
arkus, 2012 , p. 1).
Technology affordances is a relational concept ( Strong et al.,
014; Vaast, Safadi, Lapointe, & Negoita, 2017 ). It focuses not only
n technological features, but also takes into account how actors
erceive and interact with the technology ( Markus & Silver, 2008;
aast et al., 2017 ). Adopting this perspective is vital for schol-
rs in considering how organizational features, including “exper-
ise, organizational processes and procedures, controls, boundary-
panning approaches, and other social capacities present in the
rganization” ( Zammuto, Griffith, Majchrzak, Dougherty, & Faraj,
007 , p. 752) interact with features of a technology, and how this
nteraction influences the use of the technology ( Burton-Jones &
olkoff, 2017; Hasan, Henry Linger, Choy, & Schlagwein, 2016 ).
Scholars previously have adopted the perspective of technology
ffordances to identify action potentials of technological artifacts
n facilitating the attainment of organizational goals. Most of these
xisting studies focus on proposing higher-order categorization
or technological affordances or introduce different types of affor-
ances (see, for example, Leonardi, 2013; Treem & Leonardi, 2013 ).
evertheless, given the relational property of this concept, tech-
ology affordance is a “potentiality that only exists when leveraged
ithin a specific domain and set of actions” ( Majchrzak et al., 2013 ,
. 39). The same technology could then support different affor-
ances and lead to different organizational outcomes when lever-
ged within different domains and sets of actions ( Rice et al., 2017;
trong et al., 2014; Vaast et al., 2017 ).
Accordingly, scholars have begun to call for a theorization on
ffordance-actualization (see, f or example, Burton-Jones & Volkoff,
017; Strong et al., 2014 ; and Tim, Pan, Bahri, & Fauzi, 2018 ).
ffordance-actualization captures the process where actors realize
specific action potential afforded by a technological artifact to
acilitate a specific goal-oriented action ( Strong et al., 2014 ). Con-
eptualizing affordance-actualization allows scholars to capture the
rocess where a technological potentiality is discovered and articu-
ated to support a certain task, as well as aids their understanding
f the concrete outcomes of actualization ( Burton-Jones & Volkoff,
017 ). To date, a handful of existing research has provided con-
eptualizations for affordance-actualization to understand the vari-
us ways in which actors adopt and appropriate a technology, and
ow the actualization process leads to the achievement of certain
rganizational outcomes. Appendix A summarizes some of these
xisting studies. These studies have inspired our theorization as
hey provide an example into how attending to the importance
f affordance-actualization could lead to a better understanding of
igitally-enabled organizational change ( Anderson & Robey, 2017 ).
As such, we argue that the technology affordances perspective
s well-suited to address our research objective. Firstly, this per-
pective allows an investigation into how technological potentials
ould be actualized in a particular organizational context to facil-
tate a specific goal-oriented action ( Strong et al., 2014 ). Secondly,
his perspective not only describes the characteristics of a tech-
ology, but provides scholars with an opportunity to understand
ow organizational features play a part in leveraging technologi-
al potentials to enable a particular change or outcome ( Bygstad,
unkvold, & Volkoff, 2016; Strong et al., 2014; Zammuto et al.,
007 ). This perspective serves as an important sensitizing device
n this study because it is not obvious what effective organiza-
ional BA use involves. Using this perspective, we conceptualize the
ffective actualization of BA in organizations as an entanglement
f technology features, organizational processes and goals. A con-
eptualization of affordance-actualization allows us to answer the
uestion of how BA use could translate into organizational value.
Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655 645
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. Research method
.1. Research design and case selection
We started this research with an aim to understand how orga-
izations adopt BA to create value. Given the exploratory nature
f our research topic, we chose the qualitative case study ( Pan &
an, 2011; Walsham, 1995 ) and an interpretive approach ( Klein &
yers, 1999; Walsham, 1995 ) to develop a rich theoretical under-
tanding of the phenomenon and to answer our research question.
e provide a summary of our research design and key method-
logical considerations in Table 1 .
.2. Data collection
Interviews were our primary data source. Prior to our on-
ite visit, we collected and reviewed publicly available data from
ovio’s official channels, press releases, and news articles to de-
elop a basic understanding of the case organization and its trans-
ormation initiative. Our site visit and interviews took place in
une 2016 at Rovio’s headquarters located in Espoo, Finland. In to-
al, we conducted more than 12 hours of interviews with Rovio’s
mployees in a broad variety of roles and at different levels (see
ppendix B for a full list of interviewees). Our interviews were
emi-structured with a primary focus on open-ended questions.
e first asked our interviewees to provide an overview of Rovio’s
ransformation initiative, and then to elaborate in detail on the
elevant facts and key events (see Appendix C for the interview
uide). Questions were adapted along the way to gather more data,
epending on the interviewees’ role in the transformation. Our
nderstanding of prior research on BA adoption and affordance-
ctualization sensitized us to more questions to ask. Neverthe-
ess, we maintained flexibility during the interview process, hav-
ng non-leading conversations when necessary ( Myers & Newman,
007 ). We also cross-checked information gathered from intervie-
ees against publicly available materials to control for retrospec-
ive bias.
We complemented this data with a range of published materi-
ls surrounding the case to capture contextual complexity and for
riangulation. We first reviewed articles and reports available on
ovio’s official website to reconstruct details of its transformation
ourney. One of the key sources of published data that com-
lemented and confirmed our analysis was the official Offering
ircular document released by Rovio in line with its initial public
ffering ( Rovio, 2017 ). This 4 4 4-page official document provided
n unprecedented view of Rovio’s internal processes. It details
able 1
esearch design and key methodological consideration.
Methodological consideration
Case study approach and case selection
• Research aim was to investigate the effective actualization of BA for organizational value creation
• Theoretical sampling to select a revelatory case to study this phenomenon of interest
Interviews as primary data source • Snowballing technique ( Myers & Newman, 2007 ) to recruit suitable
interviewees • Principles of openness, flexibility and improvisation to make necessary
adjustments during the data collection process ( Myers & Newman, 2007 )
Multiple data sources for triangulation
• A rich set of data sources (see Table X) for triangulation to add breadth and depth to our analysis ( Flick, von Kardoff, & Steinke, 2004 )
ow analytics provides Rovio with a strong competitive advantage
n the market. This emphasis signals the importance of analytics
t Rovio, which confirms the significance of the focus of this
tudy. The specific analytics examples provided in the document
re also consistent with our interview data and analysis, which
eaffirms the reliability of our findings. We also reviewed all
fficial social media channels of Rovio and captured all relevant
nformation to complement our interviews. Overall, data collected
rom different sources enabled a triangulated understanding of
ovio’s BA-enabled transformation. Our data sources and their role
n the data analysis is summarized in Table 2 .
.3. Data analysis
We approached our analysis from an interpretive perspective
nd adopted the theoretical lens of technology affordances as our
sensitizing device” ( Klein & Myers, 1999 , p. 75) to guide our
ense-making of the rich data. In interpretive research, data anal-
sis is started as soon as data collection commences. In the first
hase of our data analysis, we focused on developing narratives
o delineate the transformation journey at Rovio. At this stage, we
ade use of data from a variety of sources to reconstruct the key
tages and events of the transformation. This initial understand-
ng allowed us to organize detailed stories from our data into four
tages of transformation (i.e., Establish, Enhance, Engage, and Em-
race, as illustrated in our theoretical framework) to account for
he different types of activities and BA use over time. This narra-
ive serves as the main source of our analysis.
The next step of our data analysis involved working back and
orth between our data, literature and emerging insights to con-
truct a deeper understanding of the phenomenon. At this stage,
e mapped out our data into broad thematic categories to present
he different types of BA use. The theoretical lens of technology
ffordances provided us with the theoretical sensitivity to perform
his mapping. Following guidance from existing studies (e.g., Tim
t al., 2018; Volkoff & Strong, 2013 ), we asked questions such as
what did BA enable Rovio to do?” and “what did Rovio use BA
or?” when analyzing our data. This process allowed us to identify
our affordances (i.e., foundational, functional, formative and for-
alizing affordances) as salient affordances that emerged as core
o the attainment of Rovio’s transformation goals.
As is typical for interpretive research, we analyze our data, the
iterature and the emerging insights to construct and refine our
nderstanding of the phenomenon. Upon identification of the af-
ordances of BA, we cross-checked this with the data to identify
tatements describing different actions relating to each affordance.
Outcome
The case of Rovio was selected because the company has recently undergone a
hugely successful analytics-driven transformation • Rovio embraced BA to transform from a premium pay-to-play model to a
free-to-play model • The use of BA has enabled value creation at Rovio, as evident from the
developed capabilities including in-house analytics and a proven user
acquisition process, expertise in game development and monetization,
substantial cross-promotion capability ( Rovio, 2017 , p. 145)
• The interviews at Rovio provided a deep understanding of the transformation process, especially the use of BA in supporting the process
• The insights gained allowed us to establish meaningful understanding of the underlying mechanisms and also to capture the contextual richness
• Rovio provided us with an unprecedented view of specific analytics metrics and measures used internally in the organization to guide decision making
• A range of published data used as supporting pieces of evidence for triangulation
646 Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655
Table 2
Description of data sources and their role in analysis.
Data sources Description Role in analysis
Onsite, semi-structured
interviews
12 hours and 15 minutes of interview recordings Insights into key events related to the transformation journey
Deep understanding of meaningful and contextual richness behind
the process
Analytics metrics and
measures
Specific analytics metrics and measures used by Rovio, including a
snapshot of analytics dashboard, specific measures and illustrative
examples
Insights into the exact use of analytics
Deep understanding of the changes enabled by analytical insights
Official channels Offering Circular document, articles, posts and reports published
on Rovio’s website and official social media channels (Facebook,
LinkedIn, Instagram and Twitter)
Insights into timeline and detailed information of key events and
decision points
Understanding of the key events and developments from the
company’s perspective
Published materials Publicly available reports, articles and case studies Insights into key events and developments
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This allowed us to better appreciate the importance of organiza-
tional arrangements in enabling effective actualization of the af-
fordances. Multiple readings of the data and the literature fur-
ther affirmed that an effective actualization of affordances depends
upon a combination of technological features and organizational
arrangements. For example, our interviewees repeatedly noted that
having access to BA does not immediately generate value for the
organization. In many cases, multiple rounds of adjustments in
processes and structures were needed to effectively realize the
value potential of BA.
Further consultation of the literature and our emerging in-
terpretations (for example, by asking questions such as: How
were the affordances of BA actualized? What are the enablers
of affordance-actualization? What are the outcomes?) allowed us
to conceptualize the mechanisms of affordance-actualization, and
how these actualizations lead to the attainment of varying organi-
zational goals (i.e., different value created). When performing these
analyses, our rich data allowed us to verify salience of the emerg-
ing concepts and to refine our interpretations. We also retained “a
considerable degree of openness to the field data, and a willing-
ness to modify initial assumptions and theories” ( Walsham, 1995 ,
p. 76), and remained open to identifying additional new concepts
from our data. As we continued to analyze the emerging concep-
tualization, data and related literature, we were able to map the
various mechanisms of affordance-actualization to different trans-
formation stages. This final step resulted in a deep conceptual in-
terpretation of the phenomenon, which we organized into a theo-
retical framework discussed later in the paper. During the analysis
process, we also cross-checked our interpretations and theoretical
framework with our interviewees at Rovio. Involving our intervie-
wees in the analysis process enabled a critical reflection that adds
to the validity of our interpretations ( Flick, 1998 ).
5. Case description: envisioning a BA-enabled transformation
at Rovio Entertainment corporation
Rovio Entertainment is a Finnish entertainment company
founded in 2003 as a mobile game development studio by three
students – Niklas Hed, Jarno Väkeväinen, and Kim Dikert. In the 15
years since, Rovio has grown to more than 430 employees, close to
€200 million in annual revenue, and created some of the most suc- cessful mobile games of all time. The company is best known for
its Angry Birds game franchise. The original title in the series, re-
leased as Rovio’s 52nd game in 2009, has been downloaded more
than 3 billion times and led the paid iOS app rankings for longer
than any other game.
Despite the phenomenal success of Angry Birds, Rovio has al-
ready had to reinvent itself in response to disruptive industry
forces. By 2012, the “pay-to-play” (also referred to as “premium”)
games business model underpinning Rovio’s original Angry Birds
success was becoming unviable. The more profitable titles in the
aming industry, such as the Candy Crush Saga and Clash of Clans,
ere moving to a “free-to-play” (F2P) business model. As the name
uggests, this new model allowed customers to download a game
nd access a significant part of its functionality for free. The F2P
odel is dependent on keeping users continuously engaged in the
ame, and earning revenue from in-game micro-transactions that
ither enrich or simplify the user experience. The rise of F2P games
as signalled a shift in the gaming industry towards a highly acces-
ible, connected and dynamic gaming model:
[The move to F2P business] has been the biggest transformation,
not only for Rovio, but for the whole games industry…I would ac-
tually argue that the biggest changes in the whole games indus-
try are related to … App Store and Android markets opening to
us…and the F2P business being enabled by the fact that those app
stores actually allowed in-app purchases… In 2015 just the mobile
gaming market was 34 billion (USD)… that’s huge…[it’s] a really
crowded place…200 new iOS games per day. Head of Studio
Rovio’s management team soon realized that they could not af-
ord to ignore the F2P business model as F2P games have become
he dominant revenue model in the market:
With the proliferation of the free-to-play model, barriers to down-
loading games have decreased, and an increasing share of the pop-
ulation and of mobile phone users are playing mobile games. In
the United States, 69% of mobile phone users played mobile games
at least once per month in 2016, and it is estimated that this per-
centage will increase to 77% by 2020. ( Rovio, 2017 , p. 8 )
In responding to the shift in the environment, Rovio embarked
n its first F2P game project in the summer of 2012. Initially,
ome of the premium games were converted to F2P games but this
as considered only partially successful as fundamental changes in
ame design were still needed to fully embrace the F2P model. As
uch, Rovio decided to solely focus on F2P games going forward:
One of the biggest decision points was actually the company come
out and say that we are only doing free to play games. That was
a big change because before that if there was even a chance that
someone could do premium games they would like to grab that
chance. But when it was explicitly said that no, we don’t do pre-
mium games any more at all, that was a big, big change. Senior
Product Manager
However, Rovio was also well aware that the transformation re-
uired to adopt this new business model was complicated. There
ere several challenges which Rovio needed to overcome. First,
2P games have historically been of low quality compared to pre-
ium games. As Rovio’s staff prided themselves on creating top
uality products, this stereotype presented an initial hurdle in their
ursuit of the F2P model. Second, creating a successful F2P game
equired a deep understanding of players’ preferences and the use
f behavioral economics. While Rovio had one of the strongest
Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655 647
Table 3
Actualizing BA for organizational transformation.
Organizational goal Technological features Organizational features Affordance-Actualization (AA) Organizational outcomes
Improved understanding • Aggregation of user behavioral data, public feedback and
comments
• Analysts with expertise in analyzing big data
AA1 : Curate relevant data • Comprehensive data awareness (where it is, what
we need and how we use it) • Dashboards and reports • Designers tasked to review
analytical insights
AA2 : Perform basic analysis • Improved understanding of the potential of analytics in
enabling transition to new
model
Improved core operational
processes
• Customizable data acquisition (e.g., return on paid user
acquisition investment, retention
and monetization rate)
• Individuals with optimism towards analytics
AA3 : Incorporate analytics into
existing processes
• Increased strategic use of analytics
• Analysts tasked to provide constant guidance
AA4 : Use analytics to make
constant adjustments to
products
• Formulation of more concrete analytics strategies and plans
Integrated use of analytics • Real-time, integrated dashboard • Individuals with confidence in the potential of analytics
AA5 : Set visible statements
about the importance and
expected use of analytics
• A change in organizational structure and individual
responsibilities in enacting
analytics • Easily accessible reports and ad hoc analytics queries
• Managers with clear expectations about the use of
analytics
AA6 : A hybrid team structure
to promote the use of BA
• Broadened use of analytics in different areas
Analytics-driven culture • Real-time, integrated dashboards • Individuals with trust in analytics
AA7 : Formalize analytics as an
essential part of the
organization
• Tolerance for trial and error and an openness to
data-driven orientation • Regular feedback, consolidated
analysis and interim reports
• A culture that respects reliance on data and
analytics
AA8 : Proactively enact
analytics to maximize impact
and value
• Appreciation of the power of analytics as a source of
competitive advantage for
the organization
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ools of premium game talent, there was very little know-how
ithin the company on how to create successful F2P games.
BA was identified as a key enabler for this transformation.
irstly, BA afforded several new possibilities for Rovio to create
ustomer-centric games to compete in the F2P market. For exam-
le, data about players’ in-game behaviors and the economic per-
ormance of a game could be analyzed to generate insights into
layer preferences. These data improved the games’ retention and
onetization, which are the key performance indicators (KPIs) for
2P games. Secondly, Rovio embedded analytics in many of its op-
rations, and introduced a change in organizational structure to ac-
ommodate for more effective BA use. This BA adoption enabled
ovio to transform into a data-driven organization, as summarized
uccinctly by a Head of Studio:
Now everybody is somehow exposed to the data. When I joined
Rovio the only data we basically had and we were looking at were
the app store downloads. Now we have a lot of data. We look at
how the players actually play the game, where are the pain points
possibly, where are the opportunities…The usage of data has ba-
sically entered every area, even the work of artists. They see that
if I do this kind of icon, we can immediately see that ok, when
the possible customers go to the app store page this icon actually
works this much better in actually converting people to download
the game. All the disciplines now are using the data in their work.
Today, Rovio is thriving in the industry as a customer-driven,
ervice-based entertainment company. “By 2016, the Company’s
ames were almost fully transformed to the free-to-play model as
pposed to 2011, when 63% of the Company’s Games gross book-
ngs was generated from paid apps.” ( Rovio, 2017 , p. 139) This
ransformation journey of Rovio serves as a revelatory case to in-
estigate the actualization of BA for value creation. We present
ur analysis of this analytics-driven transformation in the follow-
ng section.
. Case analysis
Based on the technology affordances perspective, we uncovered
our salient affordances of BA that were core to the attainment of
ovio’s transformation goals: (1) foundational affordances for im-
roved understanding, (2) functional affordances to improve core
perational processes, (3) formative affordances to foster an in-
egrated use of BA, and (4) formalizing affordances to cultivate a
ata-driven culture. For each affordance, our analysis unveiled the
pecific technological features of BA, as well as the organizational
rrangements that are essential for organizational actors to actual-
ze the affordance. We then described the organizational outcomes
chieved through affordance-actualization. These findings are sum-
arized in Table 3 and discussed in detail in this section.
.1. Actualizing foundational affordances for improved understanding
Rovio first adopted BA to better understand its new business
odel as well as its current performance and opportunities in an
merging market. At this stage, Rovio actualized several founda-
ional affordances of BA, including accessibility and visibility, to es-
ablish a strong foundation for its analytics-driven transformation.
.1.1. Curate relevant data (AA1)
BA was first adopted by Rovio as an experimental move to
ain a greater understanding of the F2P model. Moving from a
remium-game business model to a F2P model was a significant
ransformation for Rovio. F2P games need to be designed in a way
hat keeps users continuously engaged and willing to make pur-
hases within the game. This is fundamentally different from the
remium game model, as highlighted by a Head of Studio at Rovio:
This is what has fundamentally changed with the F2P busi-
ness…you need to be able to think where does the monetization
of the game sit…things like target audience size as well as things
like long term retention .
Rovio knew that it needed to have an in-depth understanding of
he F2P model to develop successful games in this new space. BA
as adopted to achieve this purpose. At this stage, BA was utilized
ainly to inform Rovio’s understanding on the current trends of
he F2P mobile gaming market, and subsequently on users’ needs
nd behaviors:
Data on the mobile gaming market, competitors and users is uti-
lized more strongly in generating, designing and prototyping new
648 Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655
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game ideas whereas quantitative user data is utilized to a larger
extent when games are opened for wider distribution. – ( Rovio,
2017 , p. 162)
As Rovio developed an initial understanding of the changes
required, they set out to hire people with expertise in game ana-
lytics and the F2P model. A handpicked transformation leadership
team – CorePM was established to lead Rovio in harnessing BA
in the transformation. The team consisted of four people - Senior
Vice President, Games, a Head of Studio and two Senior Product
Managers with strong expertise in F2P. This team was in charge of
coaching and familiarizing existing employees with the F2P design
logic and the uses of BA in the process. For example, they would
run one-day workshops that involved a competitor’s successful
premium game as a point of discussion and working through what
is needed to be done in order to transform it into a successful
F2P game. BA played an essential role in these workshops as it
afforded visibility into the progress of all activities involved, and
allowed the team to stay on the right track:
At some point we were getting more money from the in-app pur-
chases than from the paid downloads, so that’s already one place
when we knew that ok, we are on the right track. Vice President,
Game Development
6.1.2. Perform basic analysis (AA2)
Based on this understanding of the F2P model and support from
analytics experts, Rovio started to develop its first F2P game from
the ground-up. The use of BA grew considerably starting from this
trial:
When we had our first real free to play games…that was the
place when we started really digging into that, what happens
when players spend money, when do they spend money, in which
things they spend money, is it energy, is it power ups, is it speed-
ing up things. Also, the journey—what happens before they spend
and what happens after they spend. And do they spend multiple
times, how much do they spend in one go. We started testing that
ok if you offer let’s say this starter bundle with this price point,
that price point or this price point, which of these performs better
money-wise, which brings the most revenue. Vice President, Game
Development
At the time, the F2P mobile gaming market was highly com-
petitive. The cost of user acquisition was high and only a small
portion of F2P mobile games could reach significant scale. As a
new entrant in this market, Rovio employs analytics to understand
content and the campaigns that work best, often combined with
embedded A/B content testing and refinement. ( Rovio, 2017 , p. 163) .
As highlighted by the Senior Product Manager, the use of BA
has provided a detailed view of user expectations and game
performance, something which has been historically unattainable:
Everything can be measured since it’s a service-based thing and
that’s a huge change. You don’t rely on your gut or your think-
ing, but rather rely on numbers, which is quite a drastic change of
thinking.
This visibility has reassured Rovio that their transition to F2P
model was necessary and possible. This improved awareness and
allowed Rovio to establish a strong foundation and momentum for
its analytics-driven transformation.
6.2. Actualizing functional affordances to improve core operational
processes
Having established an understanding of the power of analyt-
ics and the F2P model, Rovio began to expand their BA use to
improve existing processes and to guide its transition to the F2P
odel. Several functional affordances of BA have been actualized
t this stage to improve existing business and game development
rocesses, as well as to inform new products and services design.
.2.1. Incorporating analytics into existing processes (AA3)
The F2P market is highly dynamic and requires companies to
ontinually anticipate and respond to changing trends and de-
and. Rovio’s use of BA has afforded visibility into market changes
nd crucially, allowed informed decisions to be made in response
o these changes. One specific example of this is how Rovio incor-
orated BA in its game development process. As part of the trans-
ormation into a F2P model, Rovio has introduced a game devel-
pment process called “Flightpath”. This process takes game ideas
hrough the phases of (1) Idea and Concepting, (2) Market Re-
earch and Prototyping, (3) Pre-production, (4) Production and Soft
aunch. BA is used in all phases of a game’s Flightpath to achieve
nformed decision-making. For example, BA was used to identify
otential new game designs in the Idea and Concepting phase:
Rovio has accumulated significant understanding of user behavior,
and Rovio uses this knowledge to develop its games based on data-
driven analysis and user feedback. ( Rovio, 2017 , p. 141)
The Senior Vice President, Games has provided a specific exam-
le of how BA was used to identify a need for adjustments to a
ame prototype (see also Fig. 1 ):
A game team working on a new game prototype noticed from an-
alytics that players were not using their free boosters as expected
in the very early part of the game. Especially the share of play-
ers using zero free boosters per level was alarmingly high (70%).
Using free boosters will give better feeling of control to the player
and make the experience more fun, so those that do not use free
boosters are more likely to churn out from the game .
After gaining this insight, the team has spent two days imple-
enting a series of User Experience (UX) improvements to remind
layers to use their free boosters. With BA, the team was able to
ontinuously monitor the impact of changes and make any neces-
ary adjustments.
To ensure highly available and reliable BA services, Rovio has
lso invested extensively in an in-house cloud-based platform to
ollect data and perform analytics on all Rovio games. This plat-
orm allows everyone at Rovio to have full visibility and control
ver user data and analytics services. Currently [in 2017], Rovio’s
4/7 platform handles up to 4 billion analytics events on a daily basis
nd on peak times more than 45,0 0 0 API requests per second ( Rovio,
017 , p. 161). Rovio has provided us with an unprecedented look of
he platform. Fig. 2 shows one of the dashboards which describes
everal measurement areas of a game that were actively used by
ame developers at Rovio. As explained by the Senior Vice Pres-
dent, Games, there are altogether 55 dashboards. All of them are
sed actively by developers. The platform has various graphical and
preadsheet data and it’s possible to export data e.g., to Excel for fur-
her analysis . This in-house analytics platform has been repeatedly
ighlighted by Rovio as one of the key support for its transition
nto the new model:
Rovio relies on its network infrastructure, including the cloud-
based services, to manage its operations, to develop its games and
to provide Rovio with the data needed to analyze the performance
of its business and to accurately report its operational and finan-
cial performance . ( Rovio, 2017 , p. 90)
.2.2. Use analytics to make constant adjustments to products (AA4)
The use of BA has enabled an unparalleled understanding on
he performance of each games. As elaborated by the Vice Presi-
ent, Game Development, back in the premium times we didn’t re-
Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 6 42–655 64 9
Fig. 1. Analytics used by Rovio team to monitor the use of free boosters and improvements once changes were made to the game’s UX design (confidential information
including the game’s name have been removed).
Fig. 2. A high level view of a dashboard showing several measurement areas of a game, which are reviewed actively by game developers. (Non-public information on the
original dashboard has been removed).
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lly care about KPIs, we didn’t have retention KPIs, no one was talk-
ng about that . The use of BA has now enabled the teams to keep
rack of multiple Key Performance Indicators (KPIs) of F2P games,
ncluding:
We have retention, we have average revenue per daily active
user… how many views there are per daily active users, what’s
the average revenue per paying user over a certain period of time,
your activity how many minutes per day you are playing and how
many sessions per day you are playing. Those are the main KPIs.
This visibility enables Rovio to continuously improve on its
ame design. For example, Fig. 3 shows a screenshot of specific
nalytics for one of Rovio’s games. The development team uses the
ata on Level Funnel (i.e. how many players who have started play-
ng the game are still left on a level x ) and the Fail Rate (i.e. the
umber of failed attempts at each level) to identify which levels of
he game are either too easy or too challenging for its players.
With this insight into how each game performs, the develop-
ent team was able to continuously make improvements to the
ame to maximize user experience. As highlighted by the Product
ead at Rovio, basically there are a lot of things that hour-by-hour
ou are able to change in the game . Rovio has also made sure to de-
ign their games in a way that made accumulation of meaningful
ata points possible:
The game is responsible for actually sending the data events to our
system and then the big data system crunches that data and makes
it available both for the data analysts, but also in the form of dif-
ferent dashboards and reports to everybody who is working with
the games. – Head of Studio
Beyond improving the games, incorporation of BA also aided
ovio in optimizing the game development process. As discussed
bove, BA was used to monitor a game’s performance in each
lightpath. Games with retention issues can be abandoned early in
he Pre-production phase. This allowed Rovio to focus its resources
n games that were more likely to generate revenue, which is dif-
cult to do in the past:
People were previously not willing to publish unfinished, or not
unfinished, but not optimal game. Now we can go soft launch with
not quite the full game and get initial learning and develop based
on the feedback or the results. That was unheard of in the pre-
mium era when we just wanted to make a superpolished game.
That’s a huge design thinking change . Senior Product Manager
A Senior Producer has provided a detailed description on how
A was integrated to inform various decisions in the game devel-
pment process:
650 Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655
Fig. 3. Dashboard to keep track of level funnel and fail rate of a game.
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It is much more data-driven and the loop-back of getting feedback
and reacting to changes is much faster… You have to think how
you can analyze all of this when the game is live. So, you have
to put all the analytics events in and to make sure that the an-
alytics pipeline is there, so that you can get the events, you can
aggregate them, you can analyze. And then you need to have some
dashboards, some analytics tools, all of that. So, there’s a big shift
[from] having a premium game to free to play—similar to boxed
software .
When discussing how BA often unveils surprising insights into
users’ preferences, a Senior Game Artist also highlighted an inter-
esting example:
Since our game is called Angry Birds, we long thought that we
have to picture them always angry…but then we noticed through
this data that it works best if they are, for example, smiling and
really happy…this doesn’t really perfectly fit our title [Angry Birds]
but it just looks best for the people.
6.3. Actualizing formative affordances to foster an integrated use of
BA
The positive impact of BA cultivated an optimism towards
Rovio’s transition into the F2P model. With increased experience
in analytics, “Rovio aims to connect the data, insights and knowl-
edge gained from its analytics and monetization techniques to every
element of its business – from marketing to merchandizing ” ( Rovio,
2017 , p. 162). To foster a more integrated use of BA, Rovio started
to define clear expectations about BA use and introduced changes
to the organizational structure to accommodate these expectations.
6.3.1. Set visible statements about the importance and expected use
of analytics (AA5)
To better harness the affordances of BA, Rovio has started to
embrace BA as part of its strategic priorities. For Rovio, this trans-
formation was at times challenging because it involved both a
change of processes and a shift in mindset and organizational
structure to accommodate the changes. Based on our analysis, we
found that the positive uses of BA have played a part in culti-
vating a much-needed confidence towards the transformation. Ini-
tially, some employees at Rovio were unsure of the potentials of
2P games and were intimidated by the need to transform the old
remium model. These concerns were soon addressed as the use
f BA afforded transparency in the process. Employees were able
o monitor the status of all ongoing activities, including their per-
ormance and the company’s transformation progress. The use of
A has also allowed better communication internally and fostered
ontinuous improvement of processes and products. For example,
he Senior Vice President, Games explained how BA enabled trans-
arency into the progression of different teams. This insight allows
ertain changes to be made to foster collaboration:
If you use a lot of market data, you can find a lot earlier that hey,
there seems to be a studio that has something much better than
anyone else in that area, and something that you need .
The transparency of BA was also actualized to foster commu-
ication and exchanges of ideas. The Vice President, Game Devel-
pment highlighted that the open sharing of analytical evidence
parked new conversations and stimulated healthy competition:
We have all kinds of QlikView dashboards that pretty much any-
one can access about all the KPIs of the games. Then we have
a weekly report that is sent out to every single employee in the
games unit. That shows weekly KPIs, weekly statistics, it has a
ranking of games, which games are performing the best at the mo-
ment, so some kind of internal competition about that.
As the use of BA continues to cultivate transparency, Rovio has
hifted towards a more open culture. This is demonstrated through
ovio making its games analytics reports available to all employ-
es. Where previously in the premium model era, only managers
ad the access to the analytics. Now, the use of BA has become
ore widespread and well-acknowledged, employees have been
iven access to key data and reports. This seemingly small change
as deemed essential to foster a sense of openness and collec-
ive learning. As elaborated by a Senior Game Artist, the company’s
ew priority in transparency was very different from the old model
here individuals worked in silos:
Our common goal now is to share information. I would say that’s
the keyword here. For example, we have this new event once a
month where we have to share what we have been doing in this
Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655 651
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game for everybody who is interested. We have to present and
have this presentation ready to show efficiently what is different in
the game and what we are going to push forward. That’s a thing
which we were not accustomed to before, because we were just
working privately and doing our everyday stuff.
.3.2. A hybrid team structure to promote the use of BA (AA6)
With an increased confidence in BA, management at Rovio has
tarted to initiate changes to the organizational structure. A sig-
ificant move involved the integration of analytics experts into
ovio’s game studios (i.e. game development teams). Analytics ex-
erts used to work in separate units and served the game devel-
pment teams only when the need arose. From our case study, we
an see how Rovio creatively assigned analytics and technology ex-
erts to work closely with artists, designers and developers. With
his structural change, Rovio transitioned from a centralized model,
o a hybrid model, that we are part of BA, but ‘rented’ to the game
eams so to speak (Senior Data Analyst). Analysts and game experts
ere now empowered to work together to make the best use of
ata and insights:
Rovio develops and produces its own titles using a development
process in which a group of creative, production, and techni-
cal professionals – including designers, producers, programmers,
artists, and sound engineers – in cooperation with marketing, fi-
nance, analytics, sales, and other professionals – collaborate in an
agile ( i.e. iterative and incremental) manner ( Rovio, 2017 , p. 156)
.4. Actualizing formalizing affordances to cultivate a data-driven
ulture
Lastly, Rovio actualized the formalizing affordances of BA to cul-
ivate a data-driven culture. At this stage, BA has been integrated
nto Rovio’s new model and processes, and teams at Rovio have
tarted to proactively adopt BA in their day-to-day operations.
.4.1. Formalizing analytics as an essential part of the organization
AA7)
Fundamentally, the positive impacts generated from BA use
ave led to a strong reliance on data and analytics at Rovio. As
A became a part of the company’s DNA, most key decisions made
t Rovio are now data-driven. For example, Rovio now develop[s] its
ames based on data-driven analysis and user feedback ( Rovio, 2017 ,
. 141), prioritizes games based on the ROI they deliver ( Rovio, 2017 ,
. 158), and improve[s] its monetization through data-driven feature
evelopment ( Rovio, 2017 , p. 142).
The persistence affordance of BA also plays a crucial role at this
tage. BA technologies allowed all communication, decisions and
rogress to be stored and remain accessible over time. This persis-
ence allowed teams at Rovio to keep track of all analytics activ-
ties and review the progress and learning when any needs arise.
ogether, the transparency and persistence of BA were actualized
o support constant reflection and improvement. As summarized
y the Vice President, Game Development, these features are vital
n promoting a data-driven mindset:
If you wanted to have everyone to be interested about the money
and about making a business we had to change that mindset. That
everyone can access the data. That everyone can see that how your
game did yesterday. Did the change that we made actually have
an impact on KPIs of the game? That was a big thing, we had to
convince the whole company that yes, we can share data of every
game to every employee
.4.2. Proactively enact analytics to maximize impact and value
AA8)
Once a majority of employees recognized the value of analyt-
cs and made it a high priority, it triggered a shift in the funda-
ental attitudes and culture within Rovio. The continuing BA use
timulated and reinforced a trial-and-error mindset and a commit-
ent to data-driven decision-making. An analytical culture thrives
hrough a company-wide change in attitudes and value. A Senior
roduct Manager provided an example of this mindset shift:
[ The design process] has changed so much more into this model of
systematic thinking and definitely data-based decisions. Everything
can be measured as it’s a service-based thing and that’s a huge
step change. That don’t rely on your gut or your creative thinking,
but rather rely on the numbers, which is quite a drastic change of
thinking .
As employees were now well equipped with skills and confi-
ence to embrace analytics in their work, BA use has become nor-
alized in all areas of work at Rovio. Employees are now proac-
ively embracing analytics to improve their work. A Senior Product
anager summarized the proactiveness succinctly:
The whole analytic mentality has definitely come through the com-
pany. It’s a very big win. Level designers are posting results of how
did their level perform and why. […] Rather than someone telling
them to do that, they actually want to share .
.5. Actualizing the affordances of BA for organizational
ransformation
In 2015, Rovio launched Angry Birds 2, the first sequel to the
riginal Angry Birds game. Angry Birds 2 is an interactive F2P game
ith a focus on engagement, social interactions and monetization.
reating F2P games allows Rovio to add more flexibility and depth
nto the games. In Angry Birds 2, for example, Rovio introduced
aily reward mechanics that make use of player behavior analysis
see Appendix D for illustrations), and deploy dynamic, content en-
ancements to maximize user retention. The game was launched
n July 2015 and has reached 10 million downloads within just
he first three days of launch. The success of Angry Birds 2 was
strong encouragement and an acknowledgment of Rovio’s transi-
ion into the F2P model. As described by the Lead Game Designer
f Angry Birds 2, F2P games are no longer seen as “shallow games”,
ut meaningful games that can be more scalable and engaging as
ong as a solid support system is in place:
When you’re creating your game, you should design for it to live
for years, that means you have to have smart systems in place that
can scale and engage players for a long time. In support of that I
would not look too much in the past way of making casual games
where the core game was 90% of the experience . ( Tandom, 2017 )
Today, Rovio’s titles have been downloaded 4 billion times
Rovio, 2018 ). Rovio’s original Angry Birds’ premium game now
as several F2P spinoffs, all of which have been highly success-
ul and ranked among the most downloaded games. The revenue
f Rovio’s gaming business has increased by 40% year-to-year, with
ost of this increase attributable to the improved monetization of
he company’s top F2P games ( Rovio, 2017 ). These improvements
ave clearly demonstrated the organizational value created by BA
nd served as valuable data points for analysis and discussion.
. Discussion
We developed Fig. 4 as a synthesis of our analysis to illustrate
ow affordances of BA were actualized to enable value creation.
his model proposes four categories of affordances, organized into
our stages of analytics-driven transformation. For each affordance,
he model highlights three salient dimensions (i.e., technologi-
al potentials, organizational actors, and specific organizational
rrangements) that are key to effective affordance-actualization.
652 Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655
Fig. 4. Actualizing the affordances of BA for organizational value creation.
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The purpose of conceptualizing affordance-actualization is to pro-
vide a practical understanding for organizations to derive value
from BA. Overall, our findings suggest that the same action po-
tential when leveraged within different contexts and sets of ac-
tions would lead to different organizational outcomes. For exam-
ple, the visibility affordance of BA was actualized to establish
awareness and understanding in the initial stage of Rovio’s trans-
formation, but was also actualized in later stages to communicate a
sense of progress of the transformation. Conceptualizing the vary-
ing affordance-actualization mechanisms is therefore important to
allow organizations to consider the nuances involved in effective
use of BA for value creation. We now discuss in further detail how
the different affordances of BA can be actualized to obtain four
main analytics-driven transformation goals.
7.1. Establish an initial understanding
In Stage 1, several foundational affordances of BA were ac-
tualized to establish an initial understanding. Today, many firms
are approaching BA-related transformation with little prior knowl-
edge and expertise ( Ransbotham et al., 2015 ). Similarly, in our case
study, Rovio ventured into the analytics space following a shift in
the gaming industry, with little understanding of how data and an-
alytics would translate into practical value. At this stage, organiza-
tions such as Rovio need to focus on assessing the feasibility of
the transformation. BA were actualized to answer questions such
as: What has happened in our industry? How can we understand our
business better? What are the possibilities? .
In our case study, BA afforded access to large, fast-moving data,
ranging from environmental trends to competitor performance,
which provided Rovio with answers to the above questions. BA also
afforded visibility, i.e., the possibility to identify important infor-
mation within a large pool of data across multiple sources. Both
types of action potentials provided Rovio an opportunity to quickly
establish an initial understanding about the changing environment
and to perform an initial self-assessment.
Our analysis also highlighted several organizational arrange-
ments that needed to be put in place for organizations to success-
fully actualize the foundational affordances of BA. At Rovio, one
of the key organizational attributes that drove effective BA use at
this stage was the onboarding of analytics talent. Analytics experts
brought in the capabilities required to enact BA value and helped
drive initial exploration. For example, analysts helped to actualize
he visibility of BA by integrating a large amount of data from mul-
iple sources, and by presenting insights in the form of dashboards
asily accessible to the designers and developers.
.2. Enhance analytical capability
In Stage 2, several functional affordances of BA were actualized
o enrich existing knowledge of analytics to drive further value cre-
tion. This transformation stage involved actualizing the functional
ffordances of BA to support core operational processes. At Rovio,
his is the stage when BA use expanded, as teams started to ask
uestions such as What can we do to improve this task, this activity ?
nd began to look to BA for the solution. BA affords several action
otentials at this stage, including comprehensiveness, i.e. the pos-
ibility to locate and document all necessary information, and vis-
bility, i.e. the possibility to consolidate and present useful insights
n an easy-to-access manner.
Similarly, our analysis shows that actualizing these action po-
entials requires the support of specific organizational arrange-
ents. Firstly, managers play a role in encouraging the incorpora-
ion of analytics into existing models and processes. At Rovio, this
upport was evident as the senior executives championed the use
f analytics in game development and introduced new models and
rocesses to accommodate the change. Secondly, analytics experts
ontinued to play a big role in driving the strategic incorporation
f BA. They were in charge of leading the teams to explore new use
ases for analytics and provided support in actualizing the value of
A. When the value of BA became increasingly apparent, individu-
ls became more proactive in incorporating BA in their work and
ere more open in seeking advice from analytics experts. The as-
iration to becoming more analytics-driven continued to develop
s the list of uses for BA expanded. This optimism helped to foster
urther actualization of BA in the organization.
.3. Engage in analytical decision-making
In Stage 3, several formative affordances of BA were actualized
o drive strategic decisions. Employees at all levels started to en-
age in analytical activities and BA was now deemed as an im-
ortant driver of performance across the entire organization. Ques-
ions such as How can we use analytics to create value and to drive
ecisions? started to emerge. Two action potentials were key to
uilding this confidence in BA. First, BA affords interpretability,
Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655 653
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hich is the possibility for users to understand information ob-
ained, and to present insights in a form that is meaningful for
ifferent users. Second, BA also affords transparency, which is the
ossibility for users to not only freely share insights, but to also
ave visibility over status of ongoing activities and changes unfold-
ng in the organization.
Similarly, our analysis unveiled the specific organizational ar-
angements put in place by Rovio to facilitate increasing engage-
ent in analytics. Firstly, teams were restructured to promote
ross-learning and capability-sharing. Groups of creative, produc-
ion, and analytics experts were assembled into hybrid teams to
ultivate knowledge exchange and generation of new ideas. The
ynergy between game experts with deep domain knowledge and
nalysts with strong analytical capabilities helped to derive value
rom BA. Secondly, management also started to define BA priorities
or the organization, and challenge employees in every functional
rea to incorporate BA into their operations and decision-making.
eams were encouraged, and to some extent required, to use BA
or performance assessment and to regularly share lessons learned
ith others. This deep engagement allowed Rovio to continually
earn from its implementation of BA.
.4. Embrace analytics in organizational culture
In Stage 4, several formalizing affordances of BA were actu-
lized to embed analytics into the organization’s DNA. This was
he stage when Rovio embraced analytics as part of its culture
nd identity, and began regularly asking analytics-centric ques-
ions, such as How do we use analytics to innovate, differentiate and
tay ahead? What’s possible? . Two action potentials of BA found
alient at this stage are, firstly, transparency – which helps to fa-
ilitate collaborative learning, and secondly, persistence – which is
he possibility for conversations, activities and knowledge to re-
ain visible and available over time.
Specific organizational arrangements play an essential role in
ctualizing these action potentials. At Rovio, teams developed
data-driven orientation as they gradually became adept at
sing analytics to investigate an issue or inform a decision. The
ossibility to freely exchange analytical insights fostered more
ppreciation for BA and helped cultivate an analytical orientation.
t this stage, it was clear to everyone that the organization had
ade significant progress towards becoming data-driven. Overall,
A is enabling data-driven insights that inform strategic decisions
Kunc & O’Brien, 2018 ). The transparency and persistence of BA
ere also actualized to help foster a sense of openness and to
reate a common ground for communication. When knowledge is
asily accessible and communication is clear, analytical capabilities
ecome institutionalized and a data-driven orientation pervades
he organizational culture.
. Implications and conclusion
Based on an in-depth case study of Rovio, this paper has de-
eloped empirically-grounded insights into the actualization of BA
ffordances f or organizational value creation. First, our analysis un-
overed four classes of affordances in supporting the attainment of
our value creation goals. Second, for each affordance, we have pro-
ided a conceptualization on how the affordance was actualized to
chieve the specific goal. Guided by our theoretical lens, our con-
eptualization highlights both the technological and organizational
eatures that are central to affordance-actualization. Underst anding
ow affordances of BA can be effectively actualized to support or-
anizational goals contributes to both the theory and practice of
A in the following ways.
.1. Finding 1: affordances of BA for organizational value creation
We address the call for research on how BA could be adopted
or organizational value creation ( Vidgen et al., 2017 ). Based on a
evelatory case study, this paper proposes a model of affordance-
ctualization and discusses how varying affordances of BA can be
ctualized to achieve value creation goals at different stages. A
enefit of discussing affordances, instead of other relevant con-
epts such as capabilities, is that affordances extend beyond the
roperties of a technology and allow a comprehensive understand-
ng of how the properties or potentials of a technology can be ac-
ualized in a particular context ( Majchrzak & Markus, 2012; Strong
t al., 2014 ). This relational concept offers a rich approach to study
n emerging technology-in-use because it allows us to not only
onceptualize the opportunities, but also the different use patterns
hat arise when a technology is actualized to achieve specific orga-
izational goals ( Strong et al., 2014 ).
Our conceptualization of affordance-actualization shows that
reating value through BA requires a rearrangement of organiza-
ional processes and structure. Leveraging BA to create organiza-
ional value is more than just obtaining access to big data and
nalytics tools ( Watson, 2014 ). To actualize the potentials of BA
equires integrating BA into existing organizational arrangements
Fink et al., 2017; Trieu, 2017 ), or transforming specific organiza-
ional features to align with the new, analytics-driven model. This
onceptualization is important as it emphasizes that “analytics is
ot simply a technical matter” ( Vidgen et al., 2017 , p. 628)—the
ere existence of analytics resources and technologies will not
ead to successful value creation unless appropriate organizational
eatures that support its actualization are in place.
Our findings challenge an existing misconception of viewing
A as an isolated “IT department” issue ( Vidgen et al., 2017 ). As
uggested by our findings, the biggest barriers companies face in
xtracting value from BA are often, in fact, organizational. Many
ompanies struggle to incorporate analytical insights into day-to-
ay organizational processes and are unsure how to best adapt
he technologies to create organizational value ( Ransbotham et al.,
016 ). By highlighting both technological and organizational fea-
ures that are essential for effective BA use, we hope that our
esearch opens new paths of inquiry in investigating the varying
ffordances of BA, and how the affordances can be actualized to
chieve value creation.
.2. Finding 2: effective actualization of BA affordances
In recent years, there has been much investment into devel-
ping organizational analytical capability. However, there has been
imited guidance for practitioners on deriving value from their in-
estment in BA ( Ransbotham et al., 2016; Vidgen et al., 2017 ). In
his research, we make a practical contribution by providing ac-
ionable insights for practitioners to derive value from BA use. We
ummarize these insights in Table 4 . Specifically, Table 4 highlights
our salient affordances of BA, which could be actualized to achieve
ifferent transformation goals in four stages. From a practitioner’s
erspective, it also outlines the technological features of BA and
he organizational arrangements (including actors’ goals and ex-
ertise, as well as key analytical activities) which are required to
ctualize the affordances for value creation.
The analytical activities highlighted in our findings are broadly
onsistent with Hindle and Vidgen (2018) recently proposed
usiness Analytics Methodology (BAM), which highlights four
ctivities involved in gaining value from BA: (1) problem situation
tructuring, (2) business model mapping, (3) business analytics
everage and (4) analytics implementation. While the BAM has
n emphasis on the business model, which is different from
ur focus on BA affordances and actualization, our findings have
654 Y. Tim, P. Hallikainen and S.L. Pan et al. / European Journal of Operational Research 281 (2020) 642–655
Table 4
Actualizing BA affordances for organizational value creation.
Affordance- Actualization (AA)
Goals BA features Key actors Key analytical activities
Stage 1: Establish an initial understanding (actualizing accessibility and visibility affordances)
What has happened in our industry? • Exploratory data (e.g. market research, user data)
• Employees to have intrinsic and extrinsic motivation to adopt analytics
• Organize : Consolidate data from multiple sources
• Descriptive analysis to understand trends and behaviors
• Analytics experts to provide guidance in data collection and analysis
• Describe : Analyze data to identify opportunities and challenges in the
environment
Stage 2: Enhance Analytical Capability (Actualizing Visibility and Comprehensiveness Affordances)
What can we do to improve this
task/activity?
• Diagnostic data (e.g. performance data)
• Decision makers to promote the incorporation of analytics into existing
processes
• Implement : Incorporate analytics to improve existing processes
• Visualization and dashboards to develop performance metrics
• Analytics experts to lead the exploration of new analytics use cases
• Diagnose : Use analytics to make informed adjustments
Stage 3: Engage in Analytical Decision-making (Actualizing Interpretability and Transparency Affordances)
How can we use analytics to create new
value?
• Predictive data (e.g. consolidated dataset)
• Decision makers to modify organizational structure (e.g. hybrid team) to promote
collaboration and cross-learning
• Decide : Use analytics to inform strategic decisions
• Query and guided analysis to discern patterns and relationships
• Decision makers to define strategic priorities for analytics
• Share : Sharing of analytics tools and results to promote collective learning
Stage 4: Embrace analytics into organizational culture (actualizing transparency and persistence affordances)
What is possible? • Prescriptive data (e.g. a big dataset of internal, external and historical data)
• Decision makers to encourage a data-driven orientation
• Integrate : Formalize analytics as an essential part of the organization
• Integrated analytics and customized reporting to perform forecasting
• Employees to embrace an analytics-driven culture
• Prescribe : Proactively create new use cases for analytics to maximize value
A
t
S
f
R
A
A
B
B
B
C
D
D
D
E
captured a similar set of analytics activities in the same logical
precedence. For example, in stage 1, the key activities identified
from our findings involved a consolidation of market and user
data to develop an initial understanding of the environment. This
activity is aligned with “problem situation structuring” in the
BAM.
The organizational arrangements highlighted in our findings
also align with Vidgen et al. (2017) . In this study, the authors
advocated the importance of considering organizational features
when embarking on an analytics-driven transformation. Our find-
ings extend Vidgen et al. (2017) ’s discussion on the organizational
reconfiguration by presenting a staged model that outlines spe-
cific organizational arrangements that are critical in each stage. As
informed by our analysis from a technology affordance perspec-
tive, our findings are able to distil specific organizational features
that fundamentally drive effective implementation of BA. These
findings could serve as a useful guide for managers to overcome
many of the BA value creation challenges identified in Vidgen et al.
(2017) and generally to make more informed decisions in every
transformation stage. It is also worth noting that while our find-
ings were developed from our research in the gaming industry,
the proposed insights on the actualization of BA affordances, which
are organized into four maturity stages, will be relevant to organi-
zations in other industries looking to embrace an analytics-driven
transformation.
In closing, we hope that this research inspires further investi-
gation of how analytics can be actualized to create value for or-
ganizations. While many companies today are beginning to utilize
data and analytics to address tactical and strategic issues, there is
still a lack of guidance for businesses to effectively leverage BA for
value creation ( Brydon & Gemino, 2008; George et al., 2014; Rans-
botham et al., 2016; Vidgen et al., 2017 ). We hope that through our
thought-provoking findings, we are able to inspire more research
to explore the opportunities and challenges associated with orga-
nizational BA use. Future research could also expand on our find-
ings to uncover new affordances of BA in different organizational
contexts, and examine how the affordances of BA can be actualized
to facilitate the attainment of organizational goals.
cknowledgement
This work was funded by the National Natural Science Founda-
ion of China , Grant/Award Numbers: 71529001 and 71632003 .
upplementary material
Supplementary material associated with this article can be
ound, in the online version, at doi: 10.1016/j.ejor.2018.11.074 .
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- Actualizing business analytics for organizational transformation: A case study of Rovio Entertainment
- 1 Introduction
- 2 Literature review: business analytics for organizational value creation
- 2.1 BA and organizational value creation
- 2.2 BA use in the gaming industry
- 3 Theoretical background: technology affordances and actualization
- 4 Research method
- 4.1 Research design and case selection
- 4.2 Data collection
- 4.3 Data analysis
- 5 Case description: envisioning a BA-enabled transformation at Rovio Entertainment corporation
- 6 Case analysis
- 6.1 Actualizing foundational affordances for improved understanding
- 6.1.1 Curate relevant data (AA1)
- 6.1.2 Perform basic analysis (AA2)
- 6.2 Actualizing functional affordances to improve core operational processes
- 6.2.1 Incorporating analytics into existing processes (AA3)
- 6.2.2 Use analytics to make constant adjustments to products (AA4)
- 6.3 Actualizing formative affordances to foster an integrated use of BA
- 6.3.1 Set visible statements about the importance and expected use of analytics (AA5)
- 6.3.2 A hybrid team structure to promote the use of BA (AA6)
- 6.4 Actualizing formalizing affordances to cultivate a data-driven culture
- 6.4.1 Formalizing analytics as an essential part of the organization (AA7)
- 6.4.2 Proactively enact analytics to maximize impact and value (AA8)
- 6.5 Actualizing the affordances of BA for organizational transformation
- 7 Discussion
- 7.1 Establish an initial understanding
- 7.2 Enhance analytical capability
- 7.3 Engage in analytical decision-making
- 7.4 Embrace analytics in organizational culture
- 8 Implications and conclusion
- 8.1 Finding 1: affordances of BA for organizational value creation
- 8.2 Finding 2: effective actualization of BA affordances
- Acknowledgement
- Supplementary material
- References