TY - JOUR AB - Purpose– The purpose of this paper is to identify the peculiarity of computer game organizations and their human resources. It presents a stage model including four phases covering the growth from demo group to full business. This study extends the research on how computer game organizations are formed and what it takes them to grow to financially self-sufficient. The study also broadens the understanding of the beginning phase of an organization. Design/methodology/approach– The paper utilizes the grounded theory research method with 34 interview sessions among 11 computer game organizations. The interviewed persons include chief executive officers, designers and developers. Findings– This paper presents empirical findings on what a computer game organization go through when they evolve from demo group phase, which is not discussed in existing literature, to full business. The authors observed that the core team is formed over a game designer and one or more developers. The team fortifies as the organization moves onwards to next phases. At the same time its reliance on partners and outsourcing changes to need based. Research limitations/implications– As this is a qualitative study the observations are directly applicable only in the context of observed organizations. In the other context they are merely suggestions. Practical implications– The study presents concrete growth model that can be utilized when building a computer game organization. Originality/value– This paper illustrates the specialty of computer game organizations and their growth process. It also presents discussion of the beginning phase of organizations. VL - 12 IS - 3 SN - 0972-7981 DO - 10.1108/JAMR-10-2014-0059 UR - https://doi.org/10.1108/JAMR-10-2014-0059 AU - Vanhala Erno AU - Kasurinen Jussi AU - Smolander Kari PY - 2015 Y1 - 2015/01/01 TI - Evolution of computer game developer organizations T2 - Journal of Advances in Management Research PB - Emerald Group Publishing Limited SP - 268 EP - 291 Y2 - 2024/04/24 ER -