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CHAPTER 1

Introduction and Industry Overview

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1.1 INDUSTRY OVERVIEW

The game industry is divided into four major hardware segments

Games for personal Games for mobile devices


Computers

Games for dedicated devices Introduction of VR glasses and streaming


(TV console systems)

Games as a Service Revolution


P2P versus GAS Revenue

Over 2/3 of GAS revenue is from Asia with bulk of P2P revenue from North
America and Western Europe

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Games as a service concept has been around for years
• The area has been a significant disappointment
• Significant growth has occurred over past decade in Asia and areas like mobile and
social games
GAS works best for reaching a broad audience that is not willing to pay for games
• Give game away for free and try and upsell consumer
• In Asia it was a way to avoid piracy
GAS became de facto model in mobile
• $1.00 proved to be too high a price point
• With nearly a million games giving away product was only way to get noticed
• A handful of products become major hits
• The business model is challenging because consumers must be serviced before they
are monetized
• PC games are often able to monetize upfront

Game Consumer
WORLDWIDE GAME USERS BY REGION AND PLATFORM (IN MILLIONS)

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PLATFORM USERS (in millions)
Console Users 215
PC Users 1,096
Mobile 1,126
Total Unique Users (not a sum) 1,506

Estimates 1.5 billion gamers worldwide with a great deal of platform overlap
• Most users play games for free or very little money
• Core audience of about 300 million generates the bulk of revenue

1.2 GLOBAL SCENARIO

The global gaming market was valued at USD 151.55 billion in 2019 and is
expected to reach a value of USD 256.97 billion by 2025, registering a CAGR of
9.17% over the forecast period (2020 – 2025). Game developers across emerging
economies are continually striving to enhance gamer's experience, launching, and
rewriting codes for diverse console/platforms, such as PlayStation, Xbox, and
Windows PC, which are incorporated into one product provided to the gamers
through the cloud platform.

 The emergence of cloud gaming is driving the market. Recent advances in


advanced cloud technology have turned the idea of cloud gaming into reality.
In cloud gaming, the server, where all the games are stored, does all the
computation work, which includes game scene rendering, game logic
processing video encoding, and video streaming. Several companies such as
Onlive, G-Cluster, StreamMyGame, Gaikai, and T5-Labs are already
offering commercial cloud gaming services. This new sector is also seen as a
serious competitor for the traditional game market.
 This has prompted video game majors such as Sega, Ubisoft, Epic Games,
Atari, Warner Bros, Disney Interactive studio to establish partnerships with
Onlive to distribute their games. Also, in May 2020, Nvidia GeForce Now
added 19 games to its cloud gaming library, and further announcing an
additional18 new games that will be available on GeForce NOW.
 Adoption of Gaming Platforms, such as E-sports, drives the market. eSports
are witnessing substantial market demand in the current market scenario, and
are thus driving the overall gaming industry across the globe. Riot Games
with League of Legends and DotA 2 are two of the notable examples of

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influential actors in the eSports business. South Korea is considered to be the
country of origin of eSports. Even though the United States overtook South
Korea in terms of revenues in the eSports business, it still hosts one of the
biggest tournaments in the world.
 The sector is also witnessing considerable activity from startups, that are
further propelling the market growth. For instance, ‘The Forge Arena’ made
by Phoenix Rising Studio’s is a Canadian startup that is looking to become a
new player in eSports. The game is free to download under the same models
as Fortnite and Counterstrike, selling in-game extras to make revenues
focussing on collectible and tradeable skins.
 With the outbreak of COVID-19, home entertainment seems to be the only
option for gamers in lockdown while cinemas and theaters continue their'
door-closed' policy to prevent the disease. The March 2020 survey shows
that video gamers in the United States reported that they spent 45% more
time playing video games amid the quarantine than in the previous week.
Esports is another emerging industry that manages to make more than a
billion dollars a year. Now, after the pandemic, it has gained further traction.
The increase in the first-time download of Twitch after the epidemic in
March has risen to 14% in the U.S.A and a staggering 41% in Italy.
 According to Hollywood Reporter, The U.S. saw the growth of 45 percent,
with France (38 percent), U.K. (29 percent), and Germany (20 percent).
Online play has also increased, with respondents consuming more time spent
playing games with others via the internet connection. Twenty-nine percent
of U.S. gamers said that they have been playing more with friends online
since the Covid-19 pandemic began, while 17 percent of those in the U.K.
and 12 percent in France responded that they have been playing more online
than offline. However, French gamers reported a more significant increase in
"in-person" multi-player, nine percent, an anomaly given the social
distancing guidelines.

Smartphone is Expected to Witness Significant Growth

 Smartphone gaming has exploded in the past couple of years. There were
more than 200 million mobile game players last year in the United States
alone. This growing demand for mobile games is a direct result of the

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multiple technological advancements in the market, such as AR, VR, cloud
gaming.
 Moreover, large companies creating games for consoles and PC’s are also
releasing their games in Mobile version owing to the increasing mobile
games market. The most highly waited mobile game of 2019 was the Call of
Duty: Mobile. The franchise finally made its transition into mobile gaming,
and the results were also quite good.
 Further, the release of 5G and unlimited data plans are also expected to be
key factors towards the success of cloud gaming across the globe, as most
gamers today are preferring games on mobile devices. The increasing
services and investment in the 5G infrastructure are also very important
towards this success. According to Ericsson, the number of 5G mobile
subscriptions in the Asia-pacific region is expected to reach around 1,545
million by 2025.
 The smartphone gaming market is witnessing rapid growth and is
representing a cost-effective opportunity for investors, mobile developers,
and publishers. It is also expected that by 2021, the number of mobile online
gamers in the Southeast Asian region would rise to 250 million.
 With the above instances, partnerships between many players are assisting in
expanding their product portfolios and market shares. For instance, in July
2019, Tencent Games and Qualcomm Wireless Communications
Technologies (China) Limited, a subsidiary of Qualcomm Incorporated,
made strategic cooperation in understanding the strategic alliance, wherein
they are forming comprehensive collaborations in the field of digital
entertainment.
 Also, in the wake of this COVID-19 outbreak, online gaming is picking up
its pace as one of the best options to stay at home entertainment. The market
is witnessing a significant uptick in downloads of the various app, and the
time spent, and engagement in the online games has also increased rapidly.

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Revenue of Digital Game Industry,in USD Billion,Global,2019

1.3 INDIAN SCENARIO


The Indian Gaming Industry is Poised for Further Growth
As a country with the largest youth population in the world, India is poised to become
one of the leading markets in Gaming Industry.The country is embracing  growth is
driven by rising younger population, higher disposable incomes, introduction of new
gaming genres, and the increasing number of smartphone, gaming consoles and tablet
users.
The monetisation is realized by way of revenue streams like in-app purchase or pay
per download or subscription service by gamers and in-app advertisement, incentive
based advertisement etc. by the ecosystem. Today, monetisation is dominated by
advertisers and publishers. 

The  Current Scenario

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The Indian gaming industry has a projection of reaching $1.1 bn in 2020 with a
projected 628 million online gamers. This rise in popularity is largely due to the
increased accessibility of the public to multi-platform dissemination along with a
saturated and affordable technology market ensures that smart devices reach even
larger sections of society every year. The internet penetration in India is expected to
reach 53% of its population by 2021.

Presently, a gamer in India spends an average of 42 minutes a day on gaming


consoles. According to a study, online gaming will also be redefined by the
digitization of traditional Indian games. Many Indian game developers have been
exploring this aspect by creating online games in different local and regional Indian
languages as well as creating online versions of traditional card games such as
Rummy and Teen Patti. 

The gaming sector in India can be divided into distinct segments - individual gaming,
multi-player gaming (both offline and online) and fantasy sports. With the increasing
demand for interactive games, gaming companies are using this in their favor and
targeting each of these sectors. Indian startups like Mobile Premier League, 2pi
interactive, 99Games and Apar Games have been making exceptional contributions to
the gaming development markets globally. Virtual-reality gaming is also a fast-
evolving vertical in the country with bigwigs like Google and Samsung leading the
way in VR penetration in the Indian market. 

The Indian gaming market has recently invited both foreign investment as well as
numerous homegrown initiatives.Tencent, a Chinese internet company, having stakes
in popular games like League of Legends, Call of Duty and World of Warcraft, is
planning to invest in the gaming industry in India.

Youzu, another Chinese company launched the Indian version of their famous
strategy games last year. A Vietnam-based gaming studio StomStudio also recently
partnered with mobile game developer Gamesbond to create mobile games in India.
The recent introduction of artificial intelligence into gaming is another element  that
has excited many. For instance, tech startup Absentia has developed Norah.ai, an AI-
powered tool for quickly creating and incorporating all the major elements in a game.

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It  generates responsive, adaptive and intelligent behaviors primarily in non-player
characters similar to human-like intelligence. It generates variety at each step thereby
adding countless number of possibilities to the terrains, 3D models and gameplay
environments among others. This kind of technology is simplifying it for game
developers to continuously create and innovate on their concepts.

1.4 INDUSTRY STRUCTURE

The game industry has a fairly common structure:


Wait, you’re saying, everything’s online! There’s no manufacturing anymore. That’s
not quite true yet, but of course it’s less important and I’ll largely skip it below. Still,
despite a ton of technological changes brought about by everything from mobile
phones to the Internet, the basic five stages here are still alive and well. You and your
firm may not worry about GameStop or WalMart, but I assure you many others still
do.So, let’s walk quickly through these nuts-and-bolts stages, then take a step back
and see how they are changing as new technologies disrupt the old patterns.

INDUSTRY STRUCTURE

BOARD OF DIRECTORS

DIRECTOR - 1 DIRECTOR - 2 DIRECTOR - 3 DIRECTOR - 4

CONSULTANT - 1

CONSULTANTS CONSULTANT - 2

MANAGING DIRECTOR
CONSULTANT - 3

ADMIN MANAGER CONSULTANT - 4

FINANCE ADMIN OTHERS

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Development occurs in three ways:

• ‘First party’ developers are those internal to a publishing organization. For example,
Nintendo has its own internal development teams. However, the major
manufacturer/publishers cannot supply enough titles for console games on their own.
• ‘Second party’ developers are those who contract for a publisher to create games for
the publisher’s label.
• Lastly, ‘third party’ developers are unaffiliated outside firms that create games for a
platform, sometimes requiring a licensing fee.

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CHAPTER 2
COMPANY PROFILE

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2.1 COMPANY OVERVIEW

GHACK TECHNOLOGIES PRIVATE LIMITED


Ghack Technologies Private Limited is a Private incorporated on 13 February 2019. It
is classified as Non-govt company and is registered at Registrar of Companies,
Kanpur. Its authorized share capital is Rs. 300,000 and its paid-up capital is Rs.
150,000. It is involved in Software publishing, consultancy and supply [Software
publishing includes production, supply and documentation of ready-made (non-
customized) software, operating systems software, business and other applications
software, computer games software for all platforms. Consultancy includes providing
the best solution in the form of custom software after analyzing the users needs and
problems. Custom software also includes made-to-order software based on orders
from specific users. Also, included are writing of software of any kind following
directives of the users; software maintenance, web-page design].

Ewar Games
Ewar is the mobile e-Sports platform based in India. It is operated by Bangalore-
Ghack technologies private Limited.
Users can compete in multiple skill based mobile gaming tournaments on Ewar. It
was launched in January 2020 and as of August 20, it claims a user base of more than
25 million.
Bengaluru-based e-sports and real-time gaming startup EWar Games has raised
$200,000 in equity funding from the House of Jindals (family office) and Jeet
Banerjee, Founder of Gameplan, a sports management firm based out of Kolkata.
This is the first time EWar has secured funding since its official launch in January this
year. The company is looking to raise its next round of funding in the upcoming few
months. Founded by Parth Chadha and Rahul Singh, EWar is currently managed by a
team of 10 gaming and tech enthusiasts.
The company, which has a board of advisors and investors from the sports, gaming
and startup ecosystems, aims to become one of the largest e-sports platforms in
Southeast Asia.
Parth Chadha, Founder and CEO, EWar Games, said, “Within a very short span of
time, our e-sports application has become overwhelmingly popular and is witnessing
3x month-on-month growth. EWar aims to cater to a user base of over one million in
the next two months and wants to position itself as the most customer-centric gaming
platform and a one-stop solution for all gaming and e-sports enthusiasts in India.”
EWar is a one-of-its-kind, skill-oriented gaming platform real people enter to play
tournaments, leagues, etc. and earn real cash and prizes. Be it with casual, addictive
games like Ludo/Knife Dart or gruesome battle-like ones such as PUBG/Free Fire,
EWar gives users a choice to play for virtual or real money, and ensures that the

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games hosted on the platform are competitive enough to give passionate gamers an
adrenaline rush. It provides ad-free streaming service and has incorporated eight
vernacular languages so far, in an attempt to reach out to Bharat.

According to NASSCOM, the Indian mobile gaming market is poised to be worth a


staggering $1.1 billion by the end of the current year, with the number of gamers
rising to around 628 million. India has now become a lucrative market, offering
increased headroom from growth, and is witnessing increased attention from
investors and customers alike.
In the three months since the EWar app’s official launch, it claims to have notched up
a user base of 500,000. The number of games being played on the platform has
crossed over 45,000 per month.

Game Formats
Ewar is as a platform where users can signup to play skill-games and win cash prizes
in return. User can choose to play from three different format of games.

Tournaments
When playing in a tournament, users need to submit their high-score to rank high on
the leader-board. Users can play a game multiple times in a tournament, only the
highest score of each user is considered for final leader-board calculation.

1-vs-1 Battles
Some games on Ewar platform are available to be played against real players in 1-vs-
1 mode. In this two player format, user scoring higher or finishing the game first
takes home the winning amount.

2-vs-2 Battles
Some games on Ewar platform are available to be played against real players in 2-vs-
2 mode. In this four player format, user scoring higher or finishing the game first
takes home the winning amount.

4-vs-4 Battles
Some games on Ewar platform are available to be played against real players in 4-vs-
4 mode. In this eight player format, user scoring higher or finishing the game first
takes home the winning amount.

Battle Royal Battles


Some games on Ewar platform are available to be played against real players in 100.
In this 100 player format, user scoring higher or finishing the game first takes home
the winning amount.

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2.2 PRODUCTS

Games on Ewar
PUBG MOBILE
PlayerUnknown's Battlegrounds (PUBG) is an online multiplayer battle royale game
developed and published by PUBG Corporation, a subsidiary of South Korean video
game company Bluehole. The game is based on previous mods that were created by
Brendan "PlayerUnknown" Greene for other games, inspired by the 2000 Japanese
film Battle Royale, and expanded into a standalone game under Greene's creative
direction. In the game, up to one hundred players parachute onto an island and
scavenge for weapons and equipment to kill others while avoiding getting killed
themselves. The available safe area of the game's map decreases in size over time,
directing surviving players into tighter areas to force encounters. The last player or
team standing wins the round.

CLASH ROYALE
Clash Royale is a tower rush video game which pits players in games featuring two or
four players (1v1 or 2v2) in which the objective is to destroy the most opposing
towers, with the destruction of the "King's Tower" being an instantaneous win. After
three minutes, if both of the players/teams have an equal amount of crowns or none at
all the match continues into a 2-minute overtime period and the player who destroys
an opposing tower wins instantaneously. If no towers are destroyed during overtime,
there is a tiebreaker, where all towers rapidly lose health, and the tower with the least
health is destroyed. If two towers have the same health, there is a draw. After an
update in late 2018, leaving a 2v2 match multiple times prevents the player from
playing 2v2 with random players for some time.

FREEFIRE
Garena Free Fire is an online-only action-adventure battle royale game played in a
third person perspective.
The game consists of up to 50 players falling from a parachute on an island in search
of weapons and equipment to kill the other players. Players are free to choose their
starting position, take weapons and supplies to extend the battle life.
When the players join a game, they will enter a plane, which will fly over the play
island. While the plane is flying over the island, the players can jump where they
want, thus allowing them to choose a strategic place to land away from enemies.
After landing, the players must then go looking for weapons and utility items.
Medical equipment, medium and large weapons, grenades, and other items featured
can be found throughout the island. The ultimate goal of the players is to survive on

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an island with a maximum of 50-51 players online; this requires eliminating all
opponents the players encounter along the way and ensuring that they are the only
survivor remaining. The available safe area of the game's map decreases in size over
time, directing the surviving players into tighter areas to force encounters. The last
player or team standing wins the round.

2048
2048 is played on a gray 4×4 grid, with numbered tiles that slide when a player moves
them using the four arrow keys. Every turn, a new tile will randomly appear in an
empty spot on the board with a value of either 2 or 4. Tiles slide as far as possible in
the chosen direction until they are stopped by either another tile or the edge of the
grid. If two tiles of the same number collide while moving, they will merge into a tile
with the total value of the two tiles that collided. The resulting tile cannot merge with
another tile again in the same move. Higher-scoring tiles emit a soft glow.[

CALL OF DUTY MOBILE


Call of Duty: Mobile was announced in March 2019, with TiMi Studios, a subsidiary
of Tencent Games, leading development. Many of the game's features were revealed
at this announcement, promising a familiar experience for fans of the console games.
The aim of the game was to take familiar aspects from the franchise's previous games
and allow users to access them from their mobile devices. It features two in-game
currencies, as well as a battle pass. On July 18, 2019, a soft launch began in Canada
and Australia. The game was officially released in most other regions on October 1,
2019.

Players can choose to play ranked or non-ranked matches in multiplayer mode. It has
two types of in-game currencies: "Credits", which are earned through playing the
game, and "COD Points", which have to be bought with real world money. It is
possible to play the full game without paying, though some exclusive character and
weapon skins can only be bought with COD Points. Apart from standard
matchmaking, a private room for both the multiplayer and battle royale modes can
also be accessed where players can invite and battle with just their in-game friends.
Additionally, the game features special and limited multiplayer modes that may last
for days, weeks, or a whole game season. These include: Prop Hunt, Rapid Fire,
Sticks and Stones, 2v2, Capture the Flag, One Shot One Kill, Snipers Only, and Gun
Game, among others.
The game also includes a battle royale mode featuring up to 100 players. A player can
choose to play alone, on a two-man team, or in a four-man squad. At the start of a
game, all players choose an ability from healing to making a launch pad. Once all 100
people are ready, they get aboard a plane that flies in a straight line over the map.
This flight path changes every game. Every team is automatically given a jump leader
who decides when and where the team will land. At the beginning of the game, each
player carries only a knife. The map is strewn with weapons, vehicles, and items
which players can use to improve their chances of killing enemies while staying alive
themselves. The safe zone on the map shrinks as the game progresses, with players

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who remain outside the zone being killed. A team wins the game if they are the last
one remaining.

2.3 SWOT ANALYSIS

STRENGTHS
 Demand is present by consumers
 Technology provides data analytics
 Brings jobs to local markets
 Low competition
 More acceptance among lawmakers

WEAKNESSES
 Lack of gaming licensed employees
 High turnover due to low wages
 Large financial resources are needed to gain entry
 Lack of innovation

OPPORTUNITIES
 States lack full gaming which leaves room for additional forms of gaming
 Open competitive landscape
 New business model of smaller franchised casinos/entertainment venues
 Increased profits margins through combining revenue generators

THREATS
 State regulatory boards/highly regulated industry
 Gaming systems security concerns/hackers
 Revenues are directly affected by economy
 State owned gaming venues

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CHAPTER 3
Project Profile

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3.1 PURPOSE OF THE STUDY
 Gain Needed Experience

Most employers want you to have some experience before they will hire you. If
you’ve never held a job, your resume may not appeal to many employers. Having an
internship on your resume gives you a chance to gain the needed experience and to
build your resume.

Through an internship, you increase your knowledge and skills. Doing that gives you
greater confidence and a sense of accomplishment that future employers will be
excited to see. While you are completing your internship, you can also increase your
communication, organizational and teamwork skills, all of which will come in handy
in future positions.

 Make Helpful Connections

The purpose of an internship is also to help you make useful connections. The person
or people who manage you during your internship may become mentors, who can
provide helpful information and who can help guide you during your career. You can
use them as references for future jobs, because they have seen you in action and they
know your competencies.

 Networking 

Having an internship benefits you in the working environment, and it also builds your
professional network. There is a 1 in 16 chance of securing a job by connecting with
people, so networking is critical. Internships provide a great environment to meet
professionals in the career field you want to pursue, as well as other interns who have
similar interests

3.2 OBJECTIVES

 A Trial Run

One of the main objectives of an internship is to expose you to a particular job and a
profession or industry. While you might have an idea about what a job is like, you
won’t know until you actually perform it if it’s what you thought it was, if you have
the training and skills to do it and if it’s something you like. For example, you might
think that advertising is a creative process that involves coming up with slogans and
fun campaigns. Taking an internship at an advertising agency would help you find
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that advertising includes consumer demographic research, focus groups, knowledge of
a client’s pricing and distribution strategies, and media research and buying.

 Resume Building

When you apply for jobs, the more experience and accomplishments you have, the
more attractive you’ll look to a potential employer. Just because you have an
internship with a specific title or well-known company doesn’t mean your internship
will help you land a nice gig. Make an impact where you work by asking for
responsibility and looking for ways to achieve accomplishments. Be willing to work
more hours than you’re required and ask to work in different departments to expand
your skill set. Don’t just fetch coffee, make copies and sit in on meetings, even if
that’s all it will take to finish your internship.

 Network Contacts

Another benefit of an internship is developing business contacts. These people can


help you find a job later, act as references or help you with projects after you’re hired
somewhere else. Meet the people who have jobs you would like some day and ask
them if you can take them to lunch. Ask them how they started their careers, how they
got to where they are now and if they have any suggestions for you to improve your
skills.

 Potential Job

If you like your internship, you have the opportunity to excel and possibly land a job
with the company. Employers have an easier time hiring a person they know because
they can get a feel for that person’s work ethic, skills, creativity, ability to work with
others and overall fit with a company. Do more than you’re required to do, learn the
office politics and make friends with key people to increase your chances of landing a
job with the company.

3.3 SCOPE

Internship experience plays a vital role for every student to implement their
theoretical knowledge and geta practical knowledge from any organization. A student
can implement this internship experience in his future work area. Ewar Technologies
gives me opportunity for gathering practical experience and preparation of the report.
I prepared this report under the super supervision of Rahul Singh. ity is extensively
analyzedand the finding is clarified along with the depth study.

3.4 METHODOLOGY

Methodology is the process or system through which a study is being carried out for
the purpose of collection of information that is required is collection with the study

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for reaching a conclusion on that Study. This report has been prepared on the basis of
experience gathered during the period of research form 25th May to 19th july 2020.

3.5 WORK DONE IN THE COMPANY

I completed my summer internship in EWAR-TECHNOLOGIES.. This internship


was completely done on a virtual basis (work from home) due to the recent pandemic.
There were regular meetings to check upon the progress of our work by our company
mentor and guide us on how the work had to be done.

Summer Internship
Project Diary
(2019- 2021) Batch
TASKS ACCOMPLISHED DURING THE WEEK
(Date wise)

Week Date Activity

1 25-May-20 Company Visit

1 26-May-20 Introduction to Company

1 27-May-20 Training for excel work

1 28-May-20 Training for excel work

1 29-May-20 Training for excel work

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1 30-May-20 Holiday

1 31-May-20 Holiday
WEEK 1

Week Date Activity

2 1-Jun-20 2nd sem final exam (leave)

2 2-Jun-20 2nd sem final exam (leave)

2 3-Jun-20 2nd sem final exam (leave)

2 4-Jun-20 2nd sem final exam (leave)

2 5-Jun-20 2nd sem final exam (leave)

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2 6-Jun-20 2nd sem final exam (leave)

2 7-Jun-20 2nd sem final exam (leave)


Week 2

Week Date Activity

3 8-Jun-20 2nd sem final exam (leave)

3 9-Jun-20 2nd sem final exam (leave)

3 10-Jun-20 2nd sem final exam (leave)

3 11-Jun-20 2nd sem final exam (leave)

3 12-Jun-20 Excel Work (profit / loss for respective games)

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3 13-Jun-20 Holiday

3 14-Jun-20 Holiday

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Week Date Activity

4 15-Jun-20 Excel Work (profit / loss for respective games)

4 16-Jun-20 Excel Work (profit / loss for respective games)

4 17-Jun-20 Excel Work (profit / loss for respective games)

4 18-Jun-20 Excel Work (profit / loss for respective games)

4 19-Jun-20 Excel Work (profit / loss for respective games)

4 20-Jun-20 Holiday

4 21-Jun-20 Holiday

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Week Date Activity

5 22-Jun-20 Research on MPL, Gamerjii, Gamingmonk.

5 23-Jun-20 Research on MPL, Gamerjii, Gamingmonk.

5 24-Jun-20 Holiday

5 25-Jun-20 Research on MPL, Gamerjii, Gamingmonk.

5 26-Jun-20 Research on MPL, Gamerjii, Gamingmonk.

5 27-Jun-20 Research on MPL, Gamerjii, Gamingmonk.

5 28-Jun-20 Holiday

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Week Date Activity

Research on new games like clash royale, Pubg Pc. Excel Work
6 29-Jun-20 (profit / loss for respective games)

Research on new games like clash royale, Pubg Pc. Excel Work
6 30-Jun-20 (profit / loss for respective games)

Research on new games like clash royale, Pubg Pc. Excel Work
6 1-Jul-20 (profit / loss for respective games)

Research on new games like clash royale, Pubg Pc. Excel Work
6 2-Jul-20 (profit / loss for respective games)

Research on new games like clash royale, Pubg Pc. Excel Work
6 3-Jul-20 (profit / loss for respective games)

6 4-Jul-20 Holiday

6 5-Jul-20 Holiday

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Week Date Activity

7 6-Jul-20 Holiday

7 7-Jul-20 No work

7 8-Jul-20 Risk Analysis for respective games.

7 9-Jul-20 Risk Analysis for respective games.

7 10-Jul-20 Risk Analysis for respective games.

7 11-Jul-20 Holiday

7 12-Jul-20 Holiday

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Week Date Activity

Risk Analysis for respective games.


8 13-Jul-20 Excel Work (profit / loss for respective games)

Risk Analysis for respective games.


8 14-Jul-20 Excel Work (profit / loss for respective games)

Risk Analysis for respective games.


8 15-Jul-20 Excel Work (profit / loss for respective games)

Risk Analysis for respective games.


8 16-Jul-20 Excel Work (profit / loss for respective games)

8 17-Jul-20 No work

8 18-Jul-20 Last day of work.

8 19-Jul-20 Holiday

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3.6 DATA COLLECTION, INTERPRETATION AND ANALYSIS

 DATA COLLECTION 

The data has been collected from the following sources: 

1. Primary: 

• Primary data means ‘First-hand information’ collected by an investigator. • It is


collected for the first time. 

• It is original and more reliable.

2. Secondary:

• Secondary data refers to ‘Second-hand information’. 

• These are not originally collected rather obtained from already published or
unpublished  sources. 

The primary data here includes the data collected from the employees of the company
and from  the company mentor regarding the various aspects of company such as
information regarding  their services, their vision, mission, etc 

The secondary data here includes the data collected from various newsletters, articles, 
online gaming websites and the existing information in the firm.

 INTERPRETATION 

• Interpreting your findings is tied in with seeing whether what you discovered affirms
or doesn't  affirm the findings of previous studies in your writing review. Your
findings may likewise  offer novel experiences or data. 

• The purpose of interpretation is to gain valuable and usable data and to settle on the
most  educated choices possible. 

• The information collected has been after a proper analysis, observation, and after
cross  checking the validity of the data from both the primary and secondary source.  

• The information has been interpreted after getting familiar with the data, revisiting
the  objectives, analyzing the patterns and based on the answers given by the
employees. 

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 ANALYSIS 

Data analysis is maybe the most significant segment of research. Weak analysis
produces  inaccurate outcomes that hamper the legitimacy of the exploration as well
as make the  discoveries unusable. It's basic to pick your data analysis strategies
cautiously to guarantee that  your discoveries are insightful and significant. 

• The information was analyzed by the way of narrative analysis, i.e., by analyzing the
responds  that were received on interviewing the company employees regarding the
working of the firm. 

• They were also analyzed through the disclosure analysis, which is similar to the
narrative  analysis where the main focus is on the context that was received through
the way of  communication from the staff.

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CHAPTER 4

KEY LEARNINGS AND RECOMMENDATIONS

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4.1 OBSERVATIONS
 
Some of the key observations during this internship are: 
• Welcoming: The firm was very welcoming and did not make us feel like an outsider
and made  us feel as important as the regular employees. The staff encouraged us to
ask any doubts  regarding the work and made the interns feel one among them, which
helped us in completing  the work on time and in completing the internship
successfully. 
• Skills and knowledge: It was an amazing platform to learn how things worked in a
firm and we  were able to apply our skills and knowledge practically and observed
that my knowledge  regarding the financial services industry has improved and there
are a lot more to learn. 
• Economic challenges: Observed that every firm faces numerous economic
challenges such as  growing competition, increase or decrease in the client acquisition
and retention. 
• Client information: Observed that each and every client that the firm has, their
information is  highly secure and will not be disclosed to anyone, but will be disclosed
only when required  after undergoing the required procedures. 
• Technology changes: Observed that the changes in technology affect every type of a
industry  and must be adapted accordingly. 
• Accurate: The job done must be accurate by every intern or employee as even a
small error  might have a huge impact in any matter. 
• Regulatory changes: Observed that with the various regulatory changes that is
happening every  day, the employees make sure that they are always up to date and
make sure that they read all  the materials and articles on a regular basis.
• Opportunities: Never say no to an opportunity, as it helps us in just acquiring more
knowledge.
• Time management: I observed that time management is one of the important factors
when  you’re working in a firm, where numerous jobs will be given at once, and one
must know how  to manage time and complete it within the deadline. 
• Networking: I noticed that building network in a firm is very essential for your
personal  growth. 
• Questioning: I observed that one must ask any kind of query regarding work without
hesitation,  because if your doubt is not cleared, your work might not br fully correct
based on your own  assumptions. It is also important to check your work twice upon
submission. 
• Understand the entity: It is important to understand the working of the firm and the
products  and services provided by them. 

4.2 EXPECTATIONS AND ACHIEVEMENTS

 ACHIEVEMENTS 

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1. Dealing with difficulties effectively: 
At first as a startup and expert involvement with any firm we manage the opposition
from the  large and settled firm as they previously made great measure of altruism in
the general public  with some great measure of the customers. So we should handle
this kind of competition from  entrenched firm by offering great types of assistance at
whatever point the clients required. 

2. Optimizing the time: 


The firm stays aware of the current happenings and it makes us to be set up to
confront  difficulties that the market and new law changes may hurt. It realizes that an
accountancy  profession in India is developing with overall firms planning to turn into
a reputed name. Yet,  this never turned into an issue for the firm, because of their
expertise in the calling and for  giving a 'one-stop answer' for all the issues to the
clients. 

3. Keeping up with the existing time: 


Experts at the firm have faith in equipping themselves by building up their profound 
comprehension of the potential and the resulting bookkeeping and lawful viewpoints,
new  changes of the developing worldwide economy and their suggestions for
customers so that  before they face any issue the firm is prepared with profound
perusing of the law.  Continuously firm should be update with the new laws and
changes in law rules guidelines and  so forth before there is any issue made to
customers. 

4.3 LEARNING OUTCOMES 

• Improvement in the existing skills and learning of new kills 


• Multitasking (working and studying at the same time).
• Gained an understanding regarding the working of the firm 
• Gained a practical experience from our academics. 
• Good collaboration among the other interns. 

4.1 FINDINGS

A detailed SWOT analysis of the organization functioning has helped arriving


at the following findings:
1. E-WAR is highly organized.
2. Accountability and transparency is another factor of success.
3. Always makes sure update of any game is never sacrificed.
4. Have in depth knowledge about customers and their needs.
5. Competitive advantage in terms of update.

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6. Believe in creating online games opportunities for young.
7. Focuses more on customer retention.

4.2 CONCLUSIONS

After conducting internship at E-WAR TECHNOLOGIES, it can be seen that


the organization is a very well balanced organization and it knows its strengths
as well as its weaknesses, also we can find out that the employees are happy to
work in this organization.

Moreover it is earning good profits, and also improving its scale of bringing new
games and new updates of games. The organization is surviving from the
competition very well as they have cashed more on their quality than any other
thing.

While conducting the study certain points were also noted that the organization
has a very good sense of employee satisfaction i.e. it emphasizes more on
employee wellness and growth. All the employees are treated equally irrespective
of their designation. The employees are not asked to work on holidays and they
have a paid leave of 2 days per month excluding Sundays, Which is very liberal in
nature.

Last but not the least they value customer retention and for the same have various
means and ways to retain the customers, they have also started customization of
shirts where the customers can directly tell what type of shirt they need and then
according to that a prototype is made through a software and then if the customer is
happy with his customization then it produces the same for them.

4.3 RECOMMENDATIONS

1.They can diversify into high graphics.


2.Can explore the option of big games.
3.Try venturing into ps games.

4.4 LEARNING EXPERIENCE

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I have seen and experienced talent, professionalism and dedication of the workforce
towards accomplishing the tasks and targets.
Today, I am proud to be associated with this esteemed organization as an intern and I
am fortunate to have the exposure across most of the departments and its functioning.
Overall it was a good learning and rewarding experience.
This interaction gave me an insight and first-hand experience of industrial scenario
outside the institute curriculum. In addition, the exposure gave me the practical
knowledge into the overall functioning of the organization, human behaviour in
company. The entire duration of 2 months at EWAR was professionally managed by
all the responsible persons I came across, very informative and I have no doubt, it
will retain its significance when I embrace my professional careers as a Management
(MBA) professional. In doing so, I gratefully acknowledge the large heartedness of
this institution for giving me an opportunity to complete this internship.

BIBLIOGRAPHY

https://ewar.in/

https://zeenews.india.com/gaming/ewar-pubg-mahayudh-1st-season-kicks-off-today-
here-s-your-chance-to-win-rs-2-5-lakh-2290570.html

https://www.livemint.com/companies/news/mobile-gaming-platform-ewar-games-
raises-equity-funding-from-angel-investors-11586955752639.html

https://www.digit.in/news/gaming/ewar-announces-ewar-pubg-mobile-mahayudh-
confirms-participation-of-team-soul-hydra-official-and-more-
54886.html#:~:text=Esports%20start%2Dup%2C%20EWar%20games,the%20way
%20to%20July%2019.

https://www.insidesport.co/ewar-pubg-mahayudh-phase-2-ends-top-scoring-
underdog-teams-qualify-for-phase-3/

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