SM. How big is the market? How do you calculate TAM (Total Available Market)? JW: The casual games market is expected to hit $1.5 billion next year. More than 200 million people play casual games via the Internet today, with about 60 million downloads each month (Computerworld). Analyst firm DFC Intelligence predicts that casual games
SM: What was the market landscape like when you founded the company? Competition? Competitive Positioning? JW: There was no formal publisher in the casual games space prior to PlayFirst’s entry. It was like authors not only writing books with no editor and no research staff but also having to scurry around from bookstore to bookstore
SM: Sounds like Shockwave was a great place to experiment and learn! JW: During this time I built a friendship with the principal software architect of the project, Brad Edelman, who is now co-founder and CTO of PlayFirst. I also met three other great people who now work at PlayFirst. Unfortunately, Shockwave spent most of
SM: Where did you get the idea for your current venture? What is your domain experience in the segment? Any particular reason that led you up to this venture? JW: I co-founded my first startup in 1997, with that same roommate from Boston. While trying to raise capital and recruit a head of engineering, the
SM: Mowing your way to MIT! JW: I used my mowing money to pay my half of the cost for one of the first Intel 8088 processor personal computers. I guess I didn’t use my old TI-994A enough, so my parents were convinced that the new ‘toy’ would just gather dust unless – or even
The Internet is changing the content business dramatically, and in this story, we will explore the casual gaming industry through the eyes of entrepreneur John Welch, a gaming industry veteran, who hopes to build a brand as high-impact as Electronic Arts in video gaming, through his venture PlayFirst. I met John a long time ago