What is The Disruptor?

The Disruptor is a single-player simulation in which you run the innovation portfolio of Vélox Dynamics — a Belgian fitness-equipment company trying to reinvent itself. You arrive as the new Chief Innovation Officer with a board behind you, a workforce watching, and a pile of proposals already on your desk.

Play unfolds through quarterly rounds. In each one, messages arrive in the Cockpit: new project proposals, events, warnings, staff requests, competitor moves, board nudges. You read, you decide, you act — and the consequences work their way back through the firm. Between rounds you can adjust your innovation strategy, manage IP, hire and reshape teams, tune the Vélox+ platform, launch products, and place bets on start-ups.

A full run takes a couple of hours if you're new, less once you know the rhythm. There's nothing to install, no account to create, no data to upload. You can play it in a browser, or save a copy and play offline on a train.


Watch, Listen, Read

Three short overviews of the game, generated by Google's NotebookLM from the project's source brief. They're AI-generated, so the emphasis and tone are its own — but useful as a quick orientation before (or instead of) reading the rest of this page.

Video explainer

A short walk-through of what the game is, who it's for, and how it plays.

Podcast overview

A conversational audio explainer — two voices discussing the simulation's purpose, its systems, and its teaching value.

Infographic

A single-page visual summary — the role, the world, the systems, and the scorecard. Click to view full size.

The Disruptor — infographic summary

The Experience

🎯 Decisions Under Uncertainty

Should you fund the risky AI coaching platform or double down on proven rehabilitation equipment? The board wants revenue. The Foundation wants sustainability. Competitors are moving fast. You cannot optimise for everything.

A promising H3 project is 60% complete but burning €2M/year. Your chief scientist says two more years. The board wants revenue now. A competitor just launched something similar.

📊 Portfolio Across Three Horizons

25–30 active R&D projects. H1 protects today's revenue (75% success). H3 builds the future (25% success). Too many projects spread staff thin. Too few leave your pipeline empty at review time.

Three H3 projects fail in the same quarter. Revenue targets missed. The board downgrades you — but you defunded H1 two quarters ago.

🚀 Launch Timing and Overload

Innovations must be prepared through readiness activities before launch. Launch too early — failure, brand damage. Wait too long — competitors move first. Launch too many at once — organisational overload, everything suffers.

Four innovations ready. Market window closes next quarter. But launching all four triggers overload strain. Which two go now?

👥 People Under Pressure

Thirteen disciplines, five seniority levels. Every system needs people — R&D, alliances, standards, scouts. Hire wrong and projects stall. Neglect salaries and key talent leaves. Push too hard and change fatigue sets in.

Your best AI researcher gets a competing offer. Matching the salary blows your budget. But she's leading your most important project.

🤝 Alliances and Open Innovation

230+ potential partners. Negotiate IP, revenue shares, exclusivity, duration. Partners have their own agendas. IP can leak. The absorptive capacity principle applies — alliances work best when your internal capability already exists.

A university offers joint AI rehabilitation research — two years of capability acceleration. But the IP clause means your competitor could access findings.

⚔️ Competitive Dynamics

Ten AI-controlled competitors pursue their own strategies. They launch products, form alliances, file patents. Competitive events arrive as interruptions demanding immediate decisions.

FitLogic launches a connected coaching platform targeting your subscribers. Your platform team needs €1.5M to respond — but that was earmarked for an alliance.

No Single Winning Strategy

Built on 21 Design Principles from innovation research. Causal ambiguity is a design goal — multiple systems interact, decisions have delayed consequences, and the same strategy produces different outcomes on different playthroughs. Players argue about why something happened, because the answer is genuinely complex.


Managerial Practices & Systems

This is the working surface of the CIO role. Each practice below is a live part of the simulation — a lever the player actually pulls, not a topic to read about. Across a three-year tenure, the player moves between these practices continuously: shaping strategy, running the pipeline, building the team, managing relationships outside the firm, and protecting what the firm knows.

They do not sit in silos. Alliances feed the pipeline. Hiring shapes what can be built. Platform choices lock in or unlock partners. IP posture changes how rivals behave. Learning the job means learning how these levers pull on each other — and which ones matter most in your situation.

🎯

Set the Innovation Strategy

Choose horizon ambition, risk appetite, and where to place bets. The board votes on your direction every year.

🔬

Run the R&D Portfolio

Fund, kill and rebalance projects across three horizons. Decide what gets staffed, what waits, and what you stop.

💎

Launch Innovations

Ready projects for market, pick the moment, and manage organisational load so the next launch lands well.

👥

Build and Lead the Team

Hire across disciplines, set pay and workload, track engagement, and keep the people you cannot afford to lose.

🏢

Shape the Organisation

Choose the R&D structure and the culture policies that make the team able — or unable — to do new things.

🤝

Negotiate Alliances

Find partners, negotiate IP, revenue share and exclusivity in multiple rounds, and manage the relationship afterwards.

🌐

Run the Platform

Decide how open Vélox+ is, how complementors are priced, and how data flows. Live with the lock-in your choices create.

⚖️

Manage IP

Patent, keep as trade secret, or publish. Choose an offensive, defensive or balanced stance and pay the costs.

🔭

Scout the Outside World

Point scouts at the opportunities you care about and turn what they bring back into projects, partners or pivots.

🎓

Work with Universities

Sponsor PhDs, commission contract research, and build the deep capability that no alliance will ever sell you.

🚀

Invest in Start-ups

Scan the venture landscape, make minority investments, and decide whether to go it alone or co-invest.

💡

Crowdsource Ideas

Run internal idea flows and external open calls, then decide which raw ideas deserve a real project.

📐

Engage with Standards

Meet compliance gates, participate in standards bodies, and spot where a standard-essential patent is worth the fight.

🏛️

Chase Grants

Apply for regional, national and European funding. Unlock the grants that require the right partners and capability.

💹

Read the Numbers

Watch the P&L, product profitability and cost drivers. Meet revenue targets without starving the long bets.

⚔️

Respond to Competitors

Track rival moves, pick your fights, and decide when to match, leapfrog or ignore a competitive threat.


Game Modes

The Disruptor ships with four distinct play modes, each with its own starting conditions, budget, pressure, and story. Pick a mode to suit the teaching purpose — from a gentle first playthrough to a high-pressure assessed challenge.

🔥 Forge

Standard

The full entrepreneurship and innovation experience. All managerial practices and systems available from day one. Standard budget, full three-year tenure, balanced competitive pressure. The default mode — and the one most students will play first.

🔄 Pivot

Medium–Hard

Pivot Vélox into a new sector — wellness, medical, defence, or games. Build new capabilities, forge new alliances, and launch products the company has never made. Tighter budget than Forge, and sector-specific events and objectives that reshape the strategic problem.

🪡 Jugaad

Hard — Frugal

Half the budget. Twice the creativity. Master frugal innovation through grants, alliances, lead users, and external knowledge. You cannot out-spend your rivals, so you have to out-think them. Capabilities decay faster, so every move has to earn its keep.

⚔️ Gauntlet

Very Hard

Hostile markets, tight budget, relentless targets. Core markets are eroding. Competitors are circling. Only breakthrough innovation will save you. Designed for experienced students and competitive challenges — expect to lose a few times before you win.

The Incubator — a Forge variant for teaching

Forge also runs in Incubator mode: students begin with just two systems unlocked (Portfolio and Innovations) and unlock the rest progressively, at a pace the educator controls. Budget is gentler, competitive pressure is lower, and the CIO cannot be dismissed. It's the easiest way to onboard a cohort that has never played the game before — and the most flexible way to weave the game into a structured syllabus. More detail on the For Educators page.


Mini-Games

Three arcade-style games fire at key moments — embodied learning that makes abstract concepts tangible.

🎯 Design Thinking Pinball

Creative ideation under pressure. Pinball mechanics mirror how design thinking bounces between ideas. Rewards capability boosts.

🔍 Lead User Patrol

Defender-style game. Identify unmet customer needs from lead users. Feeds scouting missions — teaching von Hippel's principle.

🏃 Wellness Ecosystem Chase

Staff wellbeing and ecosystem building. Boosts psychological safety and culture score.

🤝 Alliance Negotiation

Multi-round negotiation built into the alliance system. Counter-offers on IP, revenue shares, scope — value creation vs. value capture.


Concepts in the Game

Core innovation-management concepts are embedded in the game's systems and events — absorptive capacity, organisational ambidexterity, appropriability and value capture, creative destruction, diffusion of innovations, dominant design, dynamic capabilities, national innovation systems, open innovation, path dependence, platform strategy, structural holes, and VRIN resources.

Students experience these through decisions rather than reading. See For Educators for the full list with in-game mappings.


End-of-Game Scorecard

A multi-page report covering performance, portfolio balance, capabilities, IP, partnerships and platform health — mapped to the ISO 56001 Innovation Management Standard. Innovation Maturity score (0–100), Legacy Score (A–D), and a narrative of your tenure for reflective essays and class discussion.


Creator & Lead Designer

Ammon Salter

Warwick Business School, University of Warwick

built with Claude— Anthropic· core code Codex— OpenAI· mini-games GPT-5— OpenAI· content Gemini— Google· images & content

The Disruptor was built through sustained iteration. Most of the work was done in conversation with Claude — drafting, testing and reshaping the design, writing and rewriting the code, and working through bugs loop by loop. Codex helped build the mini-games. GPT-5 and Gemini contributed on content and images. The game reflects my attempt to build a living textbook, drawn from years of playing simulations myself.


With Thanks

The Disruptor has benefited from colleagues, students, and friends who played the game, probed its systems, and pushed it to be sharper. Their feedback helped shape the Vélox world, the systems, and the feel of the cockpit.

Academic advisors and contributors — colleagues at Warwick Business School and beyond who helped shape the concepts, the teaching angle, and the case itself.

Susanne Beck— Warwick Business School Federico Bignone— Warwick Business School Paola Criscuolo— Imperial College London Linus Dahlander— ESMT Berlin Hans Frankort— Bayes Business School, City University of London Lars Frederiksen— Aarhus University Keld Laursen— Copenhagen Business School Orietta Marsili— University of Bristol Dmitry Sharapov— Imperial College London

Beta testers — Students of the Corporate Entrepreneurship course, Masters in Management programme, Warwick Business School 2025–26. They played early builds, reported bugs, argued about the scorecard, and pushed the game to be fairer and more real.


Licensed under Creative Commons CC BY-NC-SA 4.0. Free to share, copy, and adapt for non-commercial educational purposes. No licence fees, no registration, no per-student charges. See the full licence.