This thesis examines how an early-stage digital B2B startup validates the assumptions underlying its business model as it pivots from one commercial concept to another, using the case of TikAdRoll, an Italian startup developing gamified advertising experiences for business clients, as its empirical basis. The topic matters because the entrepreneurship literature on Lean Startup and business experimentation offers extensive guidance on how ventures should test and validate strategic assumptions, but this guidance has been developed almost entirely in business-to-consumer (B2C) contexts, where the end user and the paying customer typically coincide. B2B ventures, in which a client organisation adopts a solution on behalf of end users who are themselves distinct from the person making the purchasing decision, remain comparatively underexplored, and the present case suggests that what counts as validation in such settings may differ substantially from what the existing literature assumes. The thesis develops its argument through a qualitative, single-case reconstruction of TikAdRoll’s evolution, from an initial, unlaunched multi-brand gamified advertising concept to its current business model, built around brand-exclusive gamified experiences embedded within a client company’s own digital platforms. The reconstruction draws on internal documentary evidence, including the venture’s commercial contract, pricing proposal, and pitch materials, read alongside the entrepreneurship literature on Lean Startup, effectuation, and business model validation. The analysis shows that TikAdRoll’s pivot toward its current B2B model followed a request for brand exclusivity from its first prospective client, made during the venture’s very first sales conversation, and that reaching a signed contract subsequently required close to two years of engagement centred on exclusivity, technical integration, and the client’s confidence in a small, early-stage supplier, evidenced by the client’s sustained time, collaboration, and financial commitment over that period. The client’s early interest in the underlying concept is documented throughout this process, but this interest reflects the client’s own assessment of a commercial opportunity, and is treated in this thesis as distinct from, and not a substitute for, independent evidence of how the games’ end users actually respond to the format, which the available documentary record does not establish. Read together, these findings suggest that the conditions determining a client’s adoption of a B2B innovation, exclusivity, integration, and supplier credibility, are conceptually and practically distinct both from the desirability of that innovation among end users and from the commercial viability of the business model built around it, and that a venture’s efforts toward securing its first B2B client may address the former considerably more directly than either of the latter two. The thesis discusses this pattern in relation to the Lean Startup and effectuation traditions, while treating its own single-case, documentary evidence as suggestive of, rather than sufficient to establish, an effectuation-based account of the pivot, and offers its conclusions as propositions for future empirical research rather than as a statistically tested account. Keywords: B2B Innovation; Business Model Validation; Lean Startup; Effectuation; Gamified Advertising.
Questa tesi analizza come una startup digitale B2B in fase early-stage validi le assunzioni alla base del proprio modello di business nel passaggio da un concept commerciale a un altro, utilizzando come base empirica il caso di TikAdRoll, una startup italiana che sviluppa esperienze pubblicitarie gamificate per aziende clienti. Il tema è rilevante perché la letteratura sull’imprenditorialità relativa a Lean Startup e sperimentazione aziendale offre indicazioni approfondite su come le startup dovrebbero testare e validare le proprie assunzioni strategiche, ma tali indicazioni sono state sviluppate quasi interamente in contesti business-to-consumer (B2C), nei quali l’utente finale e il cliente pagante tendono a coincidere. I contesti B2B, in cui un’azienda cliente adotta una soluzione per conto di utenti finali distinti da sé, restano relativamente poco esplorati, e il caso qui analizzato suggerisce che cosa significhi “validare” in questi contesti possa differire sostanzialmente da quanto assume la letteratura esistente. La tesi sviluppa il proprio argomento attraverso una ricostruzione qualitativa, basata su un singolo caso di studio, dell’evoluzione di TikAdRoll: dal concept iniziale, mai lanciato, di pubblicità gamificata multi-brand, fino all’attuale modello di business, costruito su esperienze gamificate esclusive per singolo brand, integrate direttamente nelle piattaforme digitali dell’azienda cliente. La ricostruzione si basa su evidenza documentale interna, tra cui il contratto commerciale della startup, il preventivo economico e i materiali di pitch, letta insieme alla letteratura sull’imprenditorialità relativa a Lean Startup, effectuation e validazione del business model. L’analisi mostra che il passaggio di TikAdRoll verso l’attuale modello B2B è seguito a una richiesta di esclusiva del marchio da parte del primo cliente potenziale, avanzata durante il primissimo incontro commerciale, e che il raggiungimento di un contratto firmato ha richiesto in seguito quasi due anni di impegno concentrato su esclusiva, integrazione tecnica e fiducia del cliente verso un fornitore piccolo ed early-stage, testimoniata dal tempo, dalla collaborazione e dall’impegno economico sostenuti dal cliente in quel periodo. L’interesse iniziale del cliente verso il concept è documentato lungo tutto questo percorso, ma tale interesse riflette una valutazione del cliente stesso su un’opportunità commerciale, ed è qui trattato come distinto da, e non sostitutivo di, un’evidenza indipendente su come gli utenti finali del gioco rispondano realmente al formato, evidenza che la documentazione disponibile non consente di stabilire. Nel complesso, questi risultati suggeriscono che le condizioni che determinano l’adozione di un’innovazione B2B da parte di un cliente, esclusiva, integrazione e credibilità del fornitore, sono concettualmente e praticamente distinte sia dalla desiderabilità di tale innovazione presso gli utenti finali sia dalla sostenibilità economica del modello di business costruito attorno ad essa, e che lo sforzo di una startup per assicurarsi il primo cliente B2B può riguardare la prima assai più direttamente delle altre due. La tesi discute questo schema in relazione alle tradizioni Lean Startup ed effectuation, pur trattando la propria evidenza, basata su un singolo caso documentale, come indicativa di una lettura in chiave di effectuation del pivot, piuttosto che sufficiente a dimostrarla, e propone le proprie conclusioni come proposizioni per future ricerche empiriche, non come un risultato verificato statisticamente. Parole chiave: Innovazione B2B; Validazione del business model; Lean Startup; Effectuation; Pubblicità gamificata.
La pubblicità gamificata come motore di innovazione B2B: il caso TikAdRoll
CUTRERA, FRANCESCO
2025/2026
Abstract
This thesis examines how an early-stage digital B2B startup validates the assumptions underlying its business model as it pivots from one commercial concept to another, using the case of TikAdRoll, an Italian startup developing gamified advertising experiences for business clients, as its empirical basis. The topic matters because the entrepreneurship literature on Lean Startup and business experimentation offers extensive guidance on how ventures should test and validate strategic assumptions, but this guidance has been developed almost entirely in business-to-consumer (B2C) contexts, where the end user and the paying customer typically coincide. B2B ventures, in which a client organisation adopts a solution on behalf of end users who are themselves distinct from the person making the purchasing decision, remain comparatively underexplored, and the present case suggests that what counts as validation in such settings may differ substantially from what the existing literature assumes. The thesis develops its argument through a qualitative, single-case reconstruction of TikAdRoll’s evolution, from an initial, unlaunched multi-brand gamified advertising concept to its current business model, built around brand-exclusive gamified experiences embedded within a client company’s own digital platforms. The reconstruction draws on internal documentary evidence, including the venture’s commercial contract, pricing proposal, and pitch materials, read alongside the entrepreneurship literature on Lean Startup, effectuation, and business model validation. The analysis shows that TikAdRoll’s pivot toward its current B2B model followed a request for brand exclusivity from its first prospective client, made during the venture’s very first sales conversation, and that reaching a signed contract subsequently required close to two years of engagement centred on exclusivity, technical integration, and the client’s confidence in a small, early-stage supplier, evidenced by the client’s sustained time, collaboration, and financial commitment over that period. The client’s early interest in the underlying concept is documented throughout this process, but this interest reflects the client’s own assessment of a commercial opportunity, and is treated in this thesis as distinct from, and not a substitute for, independent evidence of how the games’ end users actually respond to the format, which the available documentary record does not establish. Read together, these findings suggest that the conditions determining a client’s adoption of a B2B innovation, exclusivity, integration, and supplier credibility, are conceptually and practically distinct both from the desirability of that innovation among end users and from the commercial viability of the business model built around it, and that a venture’s efforts toward securing its first B2B client may address the former considerably more directly than either of the latter two. The thesis discusses this pattern in relation to the Lean Startup and effectuation traditions, while treating its own single-case, documentary evidence as suggestive of, rather than sufficient to establish, an effectuation-based account of the pivot, and offers its conclusions as propositions for future empirical research rather than as a statistically tested account. Keywords: B2B Innovation; Business Model Validation; Lean Startup; Effectuation; Gamified Advertising.| File | Dimensione | Formato | |
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https://hdl.handle.net/20.500.14239/36993