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Chess.com was founded with a simple mission: To make chess improvement easy and efficient. With our interactive tutorials and passionate community, you can enhance your skills in half the usual time. Get ready to level up your game and have fun doing it.
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Chess.com is the world’s largest online chess platform, providing players of all skill levels a comprehensive environment to play, learn, and engage with the global chess community.
Live Games: Real-time games with friends or players around the world.
Tournaments: Participate in or host live and daily tournaments of various formats and sizes.
Computer Opponents: Play against bot opponents with adjustable difficulty levels and time formats
Lessons: Interactive video and text-based lessons on various topics, basic to advanced strategies.
Puzzles: Over 100,000 chess puzzles to help improve tactical skills.
Analysis Tools: Post-game analysis with detailed move-by-move breakdowns, including insights from powerful chess engines.
Drills: Practice specific endgames, tactics, and strategies.
Forums and Groups: Engage in discussions, join clubs, and meet players with similar interests.
Friends and Chats: Connect with friends, chat during games, and discuss strategies.
Leaderboards: Track your progress and compete with others on global and local leaderboards.
Multiple Platforms: Available on web, iOS, and Android, making it accessible anywhere, anytime.
Customizable Settings: Adjust board themes, piece styles, and more for a personalized experience.
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Status | Description |
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Internet First Product | Yes |
PMF Reached | Yes |
Early Scaling Done | Yes |
Usage Statistics | 10M+ App Downloads , Rated 4.6 Stars in Play Store & 4.8 in Apple App Store |
Usage Frequency | Medium to High |
Willingness to Pay | Yes |
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Chess.com is the ultimate online platform for chess enthusiasts, offering accessible gameplay, extensive learning resources, and a vibrant community. The platform features innovative tools, including personalized insights and AI opponents, enabling users to improve their skills and connect with fellow chess lovers anytime, anywhere. Chess.com's CVP is engaging gameplay, comprehensive education, and a trusted brand, making it the go-to destination for all things chess.
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B2C Table
Criteria | ICP 1 | ICP 2 | ICP 3 |
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Demographics | ​ | ​ | ​ |
Age | 12 - 20 | 23 - 29 | 32 - 40 |
Location | Tier 2 cities | Tier 1 cities | Tier 1 cities |
Gender | Male, Female | Male, Female | Male, Female |
Occupation | School Student | Software Engineer | Mid-career product manager |
Income Level | Nil - 10K per annum | 8L - 20L per annum | 25L - 60L per annum |
Living Situation | With Family/ Hostel | In PG/ apartment | With Family |
Frequently used Apps | Social - Whatsapp, Instagram | Social - Whatsapp, Instagram, LinkedIn, Twitter | Social - Whatsapp, Instagram, LinkedIn, Twitter |
Content Preferences | Watch the latest TV shows, movies. Follow sports influencers and gamers | Watch the latest TV shows, movies, etc. Follow travel and social influencers. | Follow thought leaders across business, news, and media. Consume and write industry-related content on Linkedin and Twitter |
Need | Learn basics and improve ranking | Learn new strategies and play with friends and colleagues | Playing after long time due to work, revive confidence and play for leisure on weekends |
Pain Point | Finding inexpensive coach | Simple tutorials and robust platform to play with friends | Easy navigation, progress indicators, milestones |
Current Solution | Youtube videos or learning from friends | Youtube videos and physically meeting friends | Simple chess app on phone with no features |
Frequency of use case | High | Medium | Low-Medium |
Average Spend on the product | 30 mins to 60 mins daily | 15 mins to 45 mins daily | upto 45 mins weekly |
Criteria | ICP 1 | ICP 2 | ICP 3 |
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Adoption Curve | High | High | Medium |
Appetite to Pay | Medium | High | High |
Willingness to Pay | Medium | High | Low |
Frequency of Use Case | High | Medium | Low |
Distribution Potential | High | High | Low |
TAM | Very high | High and growing | Medium |
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​Prioritized based on the following:
According to the prioritization framework, ICP 1 and ICP2 have been selected as our primary ICPs, while ICP 3 though still valuable, has been chosen as our secondary ICPs.
ICP1 and ICP2 are expected to be the new users of our product.
Their positive experiences and referrals to invite friends will create the momentum necessary for our product to scale. Both ICP1 and ICP2 demonstrate higher usage frequency, and ICP2, in particular, shows a willingness to pay, indicating a large and growing Total Addressable Market (TAM) with high distribution potential.
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Factors | Competitor 1 - Lichess | Competitor 2 - ChessBase |
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What is the core problem being solved by them? | Play Chess online for free | Play Chess online for free |
What are the products/features/services being offered? | Basic gameplay features | Time select options Play with hints |
Who are the users? | Casual users who want to play in a relaxed environment | Casual users and serious users for tournaments |
What channels do they use? | Mostly socials | Socials - Twitter, Google Ads, Youtube |
What pricing model do they operate on? | Donations | Membership, Ads, Training videos |
How have they raised funding? | Open Source | NA |
UX Evaluation | Good | Good |
What can you learn from them? | UI is better than Chess.com |
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Approximately 600 million people play chess online according to chess.com
India’s population is about 1.4 billion. Our TAM would consist of entire ages 12-40
Population of 12-40:
Internet users in India crossed the 800 million mark in 2023.
Assuming 60% of the population between 12 and 40 have internet access.
Based on the above stats the TAM is approx 500 million or 50 crores​
SAM = TAM x Target Market Segment (percentage of the total market)
Assume 10% of the population that have internet access in the age group have interest in chess
Based on the above stats the SAM is approx 50 million or 5 crores
India has a young and thriving chess community and market.
A 30% penetration of SAM is possible
Therefore SOM is 15 million or 1.5 crores.
P.S. Chess.com makes revenue from memberships as well as showing ads to non members and the numbers are not publicly disclosed hence cannot add the accurate revenue numbers.
Assuming 5% of 15 million pay for the membership $50 per annum -> SOM is $37.5 million revenue
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Channel Name | Cost | Flexibility | Effort | Speed | Scale | Budget |
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Organic | Low | High | Medium | High | Medium | Low |
Paid Ads | High | High | Medium | High | High | Medium |
Partner Program | Medium | Medium | Medium | Medium | High | High |
Product Integration | Medium | Low | High | Low | Medium | High |
Content Loops | Low | High | Medium | Medium | High | Medium |
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In recent years, chess has experienced a remarkable resurgence in India, transforming from a niche activity into a mainstream sport.
What organic channels can be activated and doubled down on to increase awareness, capture demand and serve the right target audience?
The younger Indian generation are inspired by the success of exceptional players like Praggnanandhaa, and Arjun Erigaisi, who are making significant impacts on the international stage. India is now ranked No. 2 globally in chess.
Using organic channels we should focus on key phrases from the table below.
​Search Intent (Pull) → Via SEO
​ | Search Query | Search Volume | Effort to rank on 1st page | Time to get an outcome | Potential monthly trial signups |
Use Case | chess online | 670k | Low | Quick | 5000 - 50000 |
how to play chess for beginners | 1k - 2k | Medium | Slow | 100-500 | |
Brand | chess.com | 450k | Low | Quick | 5000 - 50000 |
chess.com app | 22k | Low | Quick | 500 - 2000 | |
Use Case topic | Learn chess online | 1k | Medium | Medium | 100-200 |
How to become chess grandmaster | 60k | High | Slow | 100-1000 |
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Even though chess.com is B2C they are in a unique position to leverage partner programs.
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