Here is a great story about some recent Finnish billionaires, as told in The New Geography of Innovation, by Mehran Gul:
(Long quote).
“In the winter of 2000 when Mikko Kodisoja wanted to hire someone to help run his company, Sumea, a game developer based in Helsinki, Finland, he offered the job to Ilkka Paananen, a twenty-two-year-old student at the Helsinki University of Technology.
The most attractive aspect of Ilkka’s candidacy was that he was the only one willing to take the job. “These guys hadn’t raised any money so they couldn’t even afford to pay me anything,” Ilkka recalls. “They didn’t have too many candidates and I was probably the only one and that’s why they picked me.”
Sumea’s founders were creative types who were really into making games, but they didn’t care much for all the other mundane stuff that goes into running a company. So they brought in Ilkka, a business student, to take care of all that housekeeping. “And then they thought that, well, for you to have any kind of credibility as a kind of representative of the company you need a credible title and so they decided to call me the CEO,” Ilkka tells me. “I’d never had a real job besides traineeships and some summer jobs and of course I had absolutely no idea what I was doing.”
Sumea would go on to be a moderately successful company. In 2004 it was bought by Trip Hawkins, an industry legend who practically kicked off the home gaming industry when he founded Electronic Arts in the 1980s.
After the acquisition Mikko and Ilkka paired up again to launch another gaming company where things could be exactly how they wanted them to be: “the best people who would form the best teams which would then eventually create the best games.” They called the company Supercell. Supercell, which started with fifteen people packed in a snug thirty-five-square-meter room, got off to a rocky start. Its first game, Gunshine, didn’t get much traction and was scrapped within months. The second, Hay Day, did well. The third, Clash of Clans, released in August 2012, changed mobile gaming forever. Clash of Clans, a strategy game in which the player assumes the role of a village chief building out their own village while waging war on every other village, became the highest-grossing game in the US within three months of its launch.
Within a year it was the most profitable game in the world. From idea to launch, Clash of Clans was developed in six months. More than a decade later it’s still going strong. It’s been downloaded over half a billion times and has brought in over $10 billion in lifetime revenue. How does that stack up against other hits coming out of the wider entertainment industry, like movies, books, and music?
The Clash of Clans franchise has made more money than the top three highest-grossing movies ever—Avatar, Avengers: Endgame, and Avatar: Way of the Water—combined. It has made more money than all the Harry Potter books, combined. It has made more money than Taylor Swift, The Rolling Stones, U2, and Coldplay, combined.
In 2016, Supercell was acquired by the Chinese tech giant Tencent in a deal that valued the company at over $10 billion, making it the first European tech company of the internet era to cross an eleven-digit valuation. Supercell employs fewer than four hundred people, making it the most valuable company per employee in the world. The Finnish company’s runaway success has turned Ilkka, the student who became CEO because no one else wanted the job, into a billionaire.
Supercell was started in part with a €400,000 loan from the Finnish government without which, Ilkka says, the company wouldn’t exist. That investment has paid off massively. The Helsinki-based company is the single-largest corporate taxpayer in Finland, the biggest global success to come from the frosty reaches of this tiny Nordic country since Nokia. Supercell alone pays back multiples of all the money invested by the Finnish government in every startup ever.”