This paper presents an action case study of the process by which the Swedish computer game developer Daydream Software planned, developed, and implemented the business model for its new online game, Clusterball. In particular, the paper explores Daydream’s choice between a radical business model and a conservative one for the game. Building on forecasts that “casual gamers” such as academics, business people, middleagedpeople, and women wouldbecomeimportantforthefuture growth of the electronic games software industry, Daydream first pursued a radical business model, viewing the game as an “entertainment portal.” However, in light of the perceived need of results and release, a more conservative business