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MBA Internship Report at EWAR Technologies

This document provides an overview of the history and evolution of the gaming industry. It discusses early games from the 1940s and the development of the first home gaming console, the Magnavox Odyssey, in the 1970s. It then covers the rise of arcade gaming with Atari in the 1970s and the introduction of multiplayer gaming. The document traces how home gaming consoles became mainstream in the late 1970s and early 1980s as technology advanced.

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Sushil Prajapat
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0% found this document useful (0 votes)
217 views35 pages

MBA Internship Report at EWAR Technologies

This document provides an overview of the history and evolution of the gaming industry. It discusses early games from the 1940s and the development of the first home gaming console, the Magnavox Odyssey, in the 1970s. It then covers the rise of arcade gaming with Atari in the 1970s and the introduction of multiplayer gaming. The document traces how home gaming consoles became mainstream in the late 1970s and early 1980s as technology advanced.

Uploaded by

Sushil Prajapat
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

DR.

POORNIMA J
Professor
Jain (Deemed-to-be University)

CERTIFICATE

I certify that this summer internship programme undertaken at


EWAR TECHNOLOGIES

And submitted to Jain (Deemed-to-be University) in partial fulfillment


of the requirements for the award of

Master of Business Administration is a record of


independent study carried out by

MR. PRANAY PUNJABI

Under my supervision and guidance


This work has not been submitted previously to any other College/University

Bangalore DR.POORNIMA J
Date Faculty Mentor

1
CERTIFICATE

This is to certify that the summer internship programme report undertaken by Mr.PRANAY
PUNJABI, USN: 19MBAR0207 at EWAR TECHNOLOGIES, BANGALORE

from 25.05.2020 to 25.07.2020 is a bonafide work submitted in partial fulfillment of the


Master of Business Administration course of Jain (Deemed-to-be University), Bangalore for
the batch of 2019-21.
The report has been approved as it satisfies the academic requirement in respect of summer
internship programme prescribed for MBA course.

DATE: Dr. Manita D Shah


(Associate Dean)

2
DECLARATION

I hereby declare that the summer internship programme undertaken by me at EWAR


TECHNOLOGIES, BANGALORE, under the guidance of DR. POORNIMA J, Jain
(Deemed-to-be University), Bangalore is an independent work. The report is towards
the partial fulfillment of the Master of Business Administration course of Jain
(deemed-to-be)

University, Bangalore for the batch of 2019-21.

Bangalore

Date MR. PRANAY PUNJABI

ACKNOWLEDGEMENT
3
The satisfaction that accompanies the successful completion of any task would be incomplete without
mentioning the people who have made it feasible with constant guidance and encouragement served as
a beacon light and crowned our efforts with success.

I consider it as my privilege to express through this report a few Words of profound gratitude and
deep regards to all those who guided me in completing this project.

I would like to thank EWAR TECHNOLOGIES& their manager for his unvarying and valuable
guidance throughout the project work.

I sincerely thank DR.POORNIMA J M.B.A department for supporting and guiding me as an internal
guide.

Last but not the least, it is my proud privilege and I have to search words to express my indebtedness
to my parents and all my friends who helped to complete the project.

This has been a great learning opportunity for me and I am highly indebted to the above people for
giving this opportunity.

Regards,

PRANAY PUNJABI

(19MBAR0207)

4
CHAPTER 1
Introduction and Industry Overview

5
INTODUCTION

The History Of Gaming: An Evolving Community:

Since its business birth during the 1950s as a mechanical peculiarity at a science reasonable, gaming has
bloomed into one of the most beneficial media outlets on the planet.

The versatile innovation blast lately has changed the business and made the ways for another age of gamers.
In fact, gaming has gotten so incorporated with present day mainstream society that currently even
grandmothers comprehend what Angry Birds is, and in excess of 42 percent of Americans are gamers and
four out of five U.S. family units have a reassure.

The Early Years:

The primary perceived case of a game machine was divulged by Dr. Edward Uhler Condon at the New York
World's Fair in 1940. The game, in view of the antiquated numerical round of Nim, was played by around
50,000 individuals during the half year it was in plain view, with the PC apparently winning in excess of 90
percent of the games.

In any case, the main game framework intended for business home use didn't rise until almost thirty years
after the fact, when Ralph Baer and his group delivered his model, the "Earthy colored Box," in 1967.

The "Earthy colored Box" was a vacuum tube-circuit that could be associated with a TV and permitted two
clients to control blocks that pursued each other on the screen. The "Earthy colored Box" could be
customized to play an assortment of games, including ping pong, checkers and four sporting events.
Utilizing trend setting innovation for this time, included embellishments incorporated a light gun for a sport
shooting match-up, and an uncommon connection utilized for a golf putting game.

As indicated by the National Museum of American History, Baer reviewed, "The moment we played ping-
pong, we realized we had an item. Before that we weren't excessively certain."

The "Earthy colored Box" was authorized to Magnavox, which delivered the framework as the Magnavox
Odyssey in 1972. It went before Atari by a couple of months, which is frequently erroneously thought of as
the primary games reassure.

Between August 1972 and 1975, when the Magnavox was ceased, around 300,000 consoles were sold.
Helpless deals were accused on botched in-store advertising efforts and the way that home gaming was a
generally outsider idea to the normal American right now. Anyway fumbled it may have been, this was the
introduction of the advanced gaming we know today.

Ahead To Atari and Arcade Gaming:

Sega and Taito were the primary organizations to arouse the public's curiosity in arcade gaming when they
delivered the electro-mechanical games Periscope and Crown Special Soccer in 1966 and 1967. In 1972,
Atari (established by Nolan Bushnell, the guardian of gaming) turned into the main gaming organization to
truly set the benchmark for an enormous scope gaming network.

6
Atari not just built up their games in-house, they additionally made an entirely different industry around the
"arcade," and in 1973, retailing at $1,095, Atari started to sell the primary genuine electronic computer game
Pong, and arcade machines started rising in bars, bowling alleys and shopping center’s the world over. Tech-
heads acknowledged they were onto a major thing; somewhere in the range of 1972 and 1985, in excess of
15 organizations started to create computer games for the ever-extending market.

The Roots Of Multiplayer Gaming As We Know It:

During the last part of the 1970s, various chain eateries around the U.S. begun to introduce computer games
to exploit the up and coming fever. The idea of the games started rivalry among players, who could record
their high scores with their initials and were resolved to check their space at the head of the rundown. Now,
multiplayer gaming was restricted to players contending on a similar screen.

The primary case of players contending on discrete screens came in 1973 with "Realm" — a key turn-based
game for up to eight players — which was made for the PLATO network framework. PLATO (Programmed
Logic for Automatic Teaching Operation), was one of the primary summed up PC based showing
frameworks, initially worked by the University of Illinois and later taken over by Control Data (CDC), who
assembled the machines on which the framework ran.

As indicated by utilization logs from the PLATO framework, clients went through around 300,000 hours
playing Empire somewhere in the range of 1978 and 1985. In 1973, Jim Bowery delivered Spasms for
PLATO — a 32-player space shooter — which is viewed as the main case of a 3D multiplayer game. While
admittance to PLATO was restricted to huge associations, for example, colleges — and Atari — who could
bear the cost of the PCs and associations important to join the organization, PLATO speaks to one of the
initial steps on the innovative street to the Internet, and online multiplayer gaming as we probably am aware
it today.

Now, gaming was mainstream with the more youthful ages, and was a mutual movement in that individuals
sought high-scores in arcades. Nonetheless, a great many people would not have considered four out of each
five American family units having a games framework as a plausible reality.

Home Gaming Becomes A Reality Notwithstanding gaming reassures getting famous in business focuses
and chain cafés in the U.S., the mid 1970s likewise observed the appearance of PCs and mass-created
gaming supports become a reality. Mechanical progressions, for example, Intel's innovation of the world's
first chip, prompted the formation of games, for example, Gunfight in 1975, the principal case of a
multiplayer human-to-human battle shooter.

While a long way from Call of Duty, Gunfight was a serious deal when it originally hit arcades. It
accompanied another style of on-going interaction, utilizing one joystick to control development and another
for shooting bearing — something that had never been seen.

In 1977, Atari delivered the Atari VCS (later known as the Atari 2600), yet discovered deals moderate,
selling just 250,000 machines in its first year, at that point 550,000 of every 1978 — well beneath the figures
anticipated. The low deals have been accused on the way that Americans were all the while becoming
acclimated to shading TVs at home, the consoles were costly and individuals were becoming worn out on
Pong, Atari's most well-known game.

At the point when it was delivered, the Atari VCS was just intended to play 10 basic test games, for
example, Pong, Outlaw and Tank. Notwithstanding, the reassure incorporated an outer ROM opening where
7
game cartridges could be connected; the potential was immediately found by software engineers far and
wide, who made games for beating the support's unique planned.

The mix of the microchip likewise prompted the arrival of Space Invaders for the Atari VCS in 1980,
implying another period of gaming — and deals: Atari 2600 deals shot up to 2 million units in 1980.

As home and arcade gaming blasted, so too did the advancement of the gaming network. The last part of the
1970s and mid 1980s saw the arrival of specialist magazines, for example, Creative Computing (1974),
Computer and Video Games (1981) and Computer Gaming World (1981). These magazines made a feeling
of network, and offered a channel by which gamers could lock in.

PCs: Designing Games and Opening Up To A Wider Community

The computer game blast brought about by Space Invaders saw countless new organizations and consoles
spring up, bringing about a time of market immersion. Too many gaming supports, and excessively barely
any intriguing, connecting new games to play on them, inevitably prompted the 1983 North American
computer games crash, which saw enormous misfortunes, and truckloads of disliked, low quality titles
covered in the desert just to dispose of them. The gaming business needed a change.

At pretty much a similar time that consoles began getting awful press, home PCs like the Commodore Vic-
20, the Commodore 64 and the Apple II began to develop in prominence. These new home PC frameworks
were reasonable for the normal American, retailing at around $300 in the mid-1980s (around $860 in the
present cash), and were promoted as the "reasonable" alternative for the entire family.

These home PCs had considerably more remarkable processors than the past age of consoles; this made the
way for another degree of gaming, with more unpredictable, less straight games. They likewise offered the
innovation required for gamers to make their own games with BASIC code. Indeed, even Bill Gates planned
a game, called Donkey (a basic game that included evading jackasses on an expressway while driving a
games vehicle). Strangely, the game was brought resurrected as an IOS application in 2012.

While the game was portrayed at the time as "unrefined and humiliating" by rivals at Apple, Gates
incorporated the game to move clients to build up their own games and projects utilizing the coordinated
BASIC code program. Magazines like Computer and Video Games and Gaming World gave BASIC source
code to games and utility projects, which could be composed into early PCs. Games, projects and peruses
code entries, were acknowledged and shared.

Notwithstanding giving the way to more individuals to make their own game utilizing code, early PCs
additionally made ready for multiplayer gaming, a key achievement for the advancement of the gaming
network.

8
Early PCs, for example, the Macintosh, and a few consoles, for example, the Atari ST, permitted clients to
associate their gadgets with different players as ahead of schedule as the last part of the 1980s. In 1987,
MidiMaze was delivered on the Atari ST and incorporated a capacity by which up to 16 consoles could be
connected by associating one PC's MIDI-OUT port to the following PC's MIDI-IN port.

While numerous clients revealed that multiple players one after another eased back the game drastically and
made it flimsy, this was the initial move toward the possibility of a death match, which detonated in
notoriety with the arrival of Doom in 1993 and is one of the most mainstream sorts of games today.

Multiplayer gaming over organizations truly took off with the arrival of Pathway to Darkness in 1993, and
the "LAN Party" was conceived. LAN gaming developed more mainstream with the arrival of Marathon on
the Macintosh in 1994 and particularly after first-individual multiplayer shooter Quake hit stores in 1996. By
this point, the arrival of Windows 95 and moderate Ethernet cards brought systems administration to the
Windows PC, further growing the notoriety of multiplayer LAN games.

The genuine upheaval in gaming came when LAN organizations, and later the Internet, opened up
multiplayer gaming. Multiplayer gaming took the gaming network to another level since it permitted fans to
contend and interface from various PCs, which improved the social part of gaming. This key advance set up
for the huge scope intelligent gaming that cutting edge gamers presently appreciate. On April 30, 1993,
CERN put the World Wide Web programming in the public area, yet it would be a long time before the
Internet was amazing enough to oblige gaming as we probably am aware it today.

The Move To Online Gaming On Consoles:

Well before gaming goliaths Sega and Nintendo moved into the circle of web based gaming, numerous
specialists endeavoured to use the intensity of phone lines to move data between supports. William von
Meister uncovered pivotal modem-move innovation for the Atari 2600 at the Consumer Electronics Show
(CES) in Las Vegas in 1982. The new gadget, the CVC Game Line, empowered clients to download
programming and games utilizing their fixed phone association and a cartridge that could be connected to
their Atari support.

9
The gadget permitted clients to "download" numerous games from software engineers the world over, which
could be played for nothing up to multiple times; it likewise permitted clients to download free games on
their birthday celebrations. Sadly, the gadget neglected to pick up help from the main games makers of the
time, and was managed a final knockout by the accident of 1983.

Genuine advances in "web based" gaming wouldn't occur until the arrival of fourth era 16-bit period
comforts in the mid-1990s, after the Internet as we probably am aware it turned out to be essential for the
public space in 1993. In 1995 Nintendo delivered Satellaview, a satellite modem fringe for Nintendo's Super
Famicom support. The innovation permitted clients to download games, news and cheats implies
straightforwardly to their reassure utilizing satellites. Broadcasts proceeded until 2000, yet the innovation
never made it out of Japan to the worldwide market.

Getting to the Internet was costly at the turn of the thousand years. Somewhere in the range of 1993 and
1996, Sega, Nintendo and Atari made various endeavours to break into "web based" gaming by utilizing link
suppliers; however none of them truly took off because of moderate Internet abilities and issues with link
suppliers. It wasn't until the arrival of the Sega Dreamcast, the world's first Internet-prepared support, in
2000, that genuine advances were made in web based gaming as we probably am aware it today. The
Dreamcast accompanied an installed 56 Kbps modem and a duplicate of the most recent Planet Web
program, making Internet-based gaming a centre aspect of its arrangement instead of only an idiosyncratic
extra utilized by a minority of clients.

The Dreamcast was a really progressive framework, and was the main net-driven gadget to pick up
prevalence. Be that as it may, it likewise was a huge disappointment, which successfully shut down Sega's
reassure inheritance. Getting to the Internet was costly at the turn of the thousand years, and Sega wound up
balance enormous bills as clients utilized its Planet Web program the world over.

Specialists related the support's inability to the Internet-cantered innovation being relatively revolutionary,
just as the fast development of PC innovation in the mid-2000s — which drove individuals to question the
utilization of a reassure planned exclusively for gaming. Despite its disappointment, Dreamcast prepared for
the up and coming age of consoles, for example, the Xbox. Delivered during the 2000s, the new reassure
producers gained from and improved the net-driven focal point of the Dreamcast, making on the web
usefulness an indispensable aspect of the gaming business.

The arrival of Runescape in 2001 was a distinct advantage. MMORPG (enormously multiplayer online
pretending games) permits a great many players worldwide to play, collaborate and go up against individual
fans on a similar stage. The games additionally incorporate visit capacities, permitting players to cooperate
and speak with different players whom they meet in-game. These games may appear to be obsolete now, yet
they remain very main stream inside the committed gaming network.

The Modern Age Of Gaming:


In the mid 2000s (decade), portable games had picked up standard notoriety in Japanese cell phone culture,
years before the United States or Europe. By 2003, a wide assortment of versatile games were accessible on
Japanese telephones, running from puzzle games and virtual pet titles that utilization camera telephone and
unique mark scanner advances to 3D games with PlayStation-quality designs. More seasoned arcade-style
games turned out to be exceptionally famous on cell phones, which were an ideal stage for arcade-style
games intended for shorter play meetings. Namco started making endeavours to acquaint versatile gaming
society with Europe in 2003.

Portable gaming interest was raised when Nokia dispatched its N-Gage telephone and handheld gaming
stage in 2003. While around 2,000,000 handsets were sold, the product offering wasn't viewed as a triumph
10
and was pulled back from Nokia's arrangement. Then, many game engineers had seen that further developed
telephones had shading screens and enough memory and preparing capacity to do sensible gaming. Cell
phone gaming incomes passed 1 billion dollars in 2003, and passed 5 billion dollars in 2007, representing a
fourth of all video gaming programming incomes. Further developed telephones went to the market, for
example, the N-Series cell phone by Nokia in 2005 and the iPhone by Apple in 2007 which firmly added to
the allure of cell phone gaming. In 2008 Nokia didn't overhaul the N-Gage brand, however distributed a
product library of games to its top-end telephones. At Apple's App Store in 2008, the greater part of all
applications sold were iPhone games.

Because of the introduction of application stores made by Apple and Google, in addition to the minimal
effort retail cost of downloadable telephone applications, games accessible on cell phones progressively rival
the computer game support market. Among the best portable rounds of this period is Angry Birds, which,
delivered in 2009, arrived at 2 million downloads inside one year. Nintendo reported their goals for growing
more games and substance for cell phones in the mid-2010s, while Sega organization is likewise devoting
advancement assets toward making more portable games. Independent little designers are entering the game
market as a group by making versatile games with the expectation they will pick up notoriety with cell
phone gaming aficionados.

Since 2007, the quickly developing portable market in African nations, for example, Nigeria and Kenya has
additionally brought about a development in versatile game turn of events. Neighbourhood engineers have
exploited the on-going increment in versatile web association in nations where broadband is once in a while
accessible and reassure games are expensive, however privately created applications experience issues going
up against a huge number of western applications accessible on the Google Play Store.

The Future:

The transition to versatile innovation has


characterized the on-going part of gaming, yet
while moving gaming is appropriate to the
bustling existences of twenty to thirty year olds,
gaming on cell phones additionally has its
impediments. Telephone screens are little (well,
in any event until the iPhone 6s came out), and
processor speeds and interior recollections on most
of cell phones limit on-going interaction
prospects. As indicated by an on-going Venture Beat article, portable gaming is now seeing its first droop.
Income development has eased back, and the expense of working together and conveyance costs have risen
significantly throughout the most recent couple of years.

Albeit portable gaming has caused the demise of hand-held gaming gadgets, comforts are as yet blasting,
and each new age of reassure invites another time of innovation and abilities. Two ventures that could well
assume a key function later on for gaming are computer generated reality and man-made consciousness
innovation.

The following part for gaming is as yet muddled, yet whatever occurs, it makes certain to be engaging.
11
Augmented reality (VR) organization Oculus was obtained by Facebook in 2014, and is set to deliver its Rift
headset in 2016. The headset appears to lean impeccably toward use inside the computer games industry,
and would conceivably permit gamers to "live" inside an intuitive, vivid 3D world. The chances to make
completely intuitive, dynamic "universes" for MMORPG, in which players could move around, interface
with different players and experience the computerized scenes in an absolutely new measurement, could be
inside arms reach.

These advances could imply an astonishing new section for gaming — particularly whenever joined with
VR, as they could permit games to cooperate with characters inside games, who might have the option to
react to questions and orders, with shrewd and apparently normal reactions. In the realm of first-individual
shooters, sporting events and procedure games, players could viably order the PC to finish in-game
assignments, as the PC would have the option to comprehend orders through a headset because of advances
in voice acknowledgment exactness.

In the event that the progressions that have happened in the course of the only remaining century are
anything to pass by, apparently gaming in 2025 will be practically unrecognizable to how it is today. Albeit
Angry Birds has been an easily recognized name since its delivery in 2011, it is probably not going to be
recognized as affectionately as Space Invaders or Pong. All through its movement, gaming has seen different
patterns melt away and tide, at that point be completely supplanted by another innovation. The following
section for gaming is as yet muddled, yet whatever occurs, it makes certain to be engaging.

Gaming in India:

The Indian versatile market has become essentially over the recent years. New experiences with respect to
the effect of cell phones on different ventures and client fragments are consistently being revealed.
Specifically, the gaming business is going through a gigantic advancement due to the portable upheaval.
Ventures from enormous players, for example, Alibaba, Tencent, Nazara and Youzu have prompted a fast
development of gaming in India.

The market estimation of the gaming business in India was around 62 billion Indian rupees in 2019 and was
assessed to go up to more than 250 billion rupees by 2024. The quantity of new position openings in the
nation's gaming industry is an away from of the consistent development of this area. By 2022, the assessed
number of workers inside the market would be more than 40 thousand.

As the nation with the biggest youth populace on the planet, India is grasping the new age's inclinations in
computerized sports and diversion. Around 55 per cent of easy going gamers and 66 per cent of the
12
substantial gamers across India apparently was under 24 years of age in 2016. Of these, the hefty gamers
essentially liked to utilize their cell phones as gaming gadgets rather than the conventional work areas or
even PCs.

Mobile gaming in the country is growing at a rapid rate due to development and affordability of
smartphones. The market value of mobile gaming in India was estimated to reach about 405 million U.S.
dollars by 2022. The number of mobile phone gamers was anticipated to be around 628 million by 2020
according to the forecast.

Computer and console gaming has played a huge part in shaping up the gaming industry across the country
in the last two decades. The market value of computer gaming was estimated to be around 96 million U.S.
dollars in 2019, while that of console gaming was around 240 million U.S. dollars during the same time
period. Within the computer gaming industry, Electronic Arts had a market share of about 23.8% in 2016.

13
CHAPTER 2
COMPANY PROFILE

14
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-
government 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 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

15
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.

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.

16
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 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

17
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 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 acceptances 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.

2.4: OVERVIEW OF DIFFERENT DEPARTMENTS

FINANCE DEPARTMENT

18
DESIGN DEPARTMENT

ARTIST DEPARTMENT

PROGRAMMING DEPARTMENT

TESTING DEPARTMENT

MARKETING DEPARTMENT

 FINANCE DEPARTMENT

The account division is additionally liable for the board of the association's income and guaranteeing
there are sufficient finances accessible to meet the everyday installments. ... Where there are money needs
past the everyday working capital, the account office is liable for prompting and sourcing longer term
financing

19
 DESIGN DEPARTMENT

Game creators make the outline of thought of the game and try out this plan to the software
engineers and craftsmen. Their undertaking is to plan the objective of the equivalent, its main goal,
mechanics of the play and the storyline. To make a game speaking to gamers, game planners concoct
inventive thoughts. A few situations in the game planner division or association are:

• Designing master

• Visual architects

• Designing supervisors

• Team pioneers

• Senior game architects

• Junior game architects

• ARTIST DEPARTMENT

They are the ones who make the game outwardly engaging and convert the plan or thought of the
game originators into something which draws in as far as its visual pictures. Gaming organizations have
workmanship bearing divisions comprising of specialists and other regulatory positions which deal with a
gathering of craftsmen to run after the production of a game. Coming up next are some craftsman work
positions:

20
• Concept craftsmen

• Character craftsmen

• Background modeller’s

• Texture craftsmen

• Artist supervisors

• IT uphold leader

• Assistant craftsmen

 PROGRAMMING DEPARMENT

Software engineers assume a fundamental function in dealing with the specialized part of game turn
of events. These are the PC wizards who set up the plan, the craftsman's manifestations just as the
sound the music of the game to create the eventual outcome. Essentially developers compose the
codes of the game and make them a specialized reality for gamers to appreciate. Without developers,
a gaming organization can't work. A few situations inside the division of writing computer programs
are given as follows:

21
• Lead software engineers

• Engine software engineers

• Tool software engineers

• Programming aide

• Programming secretary

• Coders

• Senior coding specialists

• Program investigating leader

 TESTERS

They check for grammatical errors, crashers, standard infringement and check for bug fixes. They
make itemized bug reports and help the organization in fixing any conceivable errors. For greater
organizations, there are undeniable trying divisions comprising of numerous analysers.

22
 MARKETING DEPARTMENT

The occupation of the promoting office is to get data about a computer game out to the general
population and to get however many individuals as energized as could be expected under the
circumstances about the game's delivery. The advertising office must sort out some way to sell the
game, what the game's snare is, and how to produce public intrigue. The promoting office likewise
plans and sorts out the game's ad crusade. They will assemble functions or gatherings based on the
game. They will for the most part do anything inside their way to produce however much buzz about
the game as could reasonably be expected paving the way to its delivery and to keep gamers purchasing
once the game is on the racks.

23
CHAPTER 3
PROJECT PROFILE

24
3.1 PURPOSE OF THE STUDY

• Gain Needed Experience

Most businesses need you to have some insight before they will employ you. On the off chance that you've
never held a work, your resume may not engage numerous businesses. Having an entry level position on
your resume allows you to pick up the required insight and to fabricate your resume.

Through a temporary position, you increment your insight and abilities. Doing that gives you more
prominent certainty and a feeling of achievement that future bosses will be eager to see. While you are
finishing your temporary job, you can likewise expand your correspondence, authoritative and cooperation
abilities, all of which will prove to be useful in future positions.

• Make Helpful Connections


The reason for a temporary job is likewise to assist you with making helpful associations. The individual or
individuals who oversee you during your temporary position may become tutors, who can give supportive
data and who can help control you during your profession. You can utilize them as references for future
positions, since they have seen you in real life and they know your abilities.

• Networking

Having a temporary position benefits you in the workplace, and it likewise assembles your expert
organization. There is a 1 of every 16 possibility of protecting an employment by interfacing with
individuals, so organizing is basic. Temporary positions give an extraordinary climate to meet experts in the
profession field you need to seek after, just as different assistants who have comparable interests

3.2 STATEMENT OF THE PROBLEM

Problem 1: Inadequate Compensation

You acknowledged a temporary position believing that there won't be a lot of weight and the remuneration
would be adequate for it. However, after you really start, you understand the compensation is far lesser than
the work merits.

Problem 2: Reluctant to Ask Questions

Correspondence is one of those entry level position difficulties that can really obstruct your temporary job
time. You may land a great temporary job however after beginning you understand that the workplace is
unnecessarily grave and expert. In such a climate, you think that it’s hard to approach inquiries for the dread
of being judged.

Problem 3: Serious Co-assistants

Your co-assistants are cheerful and buckle down. You feel threatened as you didn't anticipate that your entry
level position should be so serious.

3.3 OBJECTIVES

25
• A Trial Run

One of the primary destinations of a temporary job is to open you to a specific work and a calling or
industry. While you may have a thought regarding what an employment resembles, you won't know until
you really perform it if it's what you thought it was, in the event that you have the preparation and aptitudes
to do it and if it's something you like. For instance, you may imagine that promoting is an imaginative cycle
that includes concocting trademarks and fun missions. Taking a temporary position at a publicizing office
would assist you with finding that promoting incorporates customer segment research, center gatherings,
information on a customer's evaluating and conveyance methodologies, and media exploration and
purchasing.

• Resume Building

At the point when you go after positions, the more experience and achievements you have, the more alluring
you'll look to a likely manager. Because you have an entry level position with a particular title or notable
organization doesn't mean your temporary job will assist you with handling a decent gig. Have an effect
where you work by requesting duty and searching for approaches to accomplish achievements. Be eager to
work a greater number of hours than you're required and request to work in various divisions to grow your
range of abilities. Don't simply get espresso, make duplicates and participate in gatherings, regardless of
whether that are all it will require to complete your temporary job.

• Potential Job

In the event that you like your entry level position, you have the occasion to dominate and conceivably land
an employment with the organization. Businesses have a simpler time recruiting an individual they know
since they can discover that individual's hard working attitude, aptitudes, imagination, capacity to work with
others and in general fit with an organization. Accomplish more than you're needed to do, get familiar with
the workplace issues and befriend key individuals to build your odds of getting an occupation with the
organization.

• Network Contacts

Another advantage of a temporary position is creating business contacts. These individuals can assist you
with getting a new line of work later, go about as references or help you with ventures after you're recruited
elsewhere. Meet the individuals who have occupations you might want sometime and inquire as to whether
you can take them to lunch. Ask them how they began their professions, how they got to where they are
currently and in the event that they have any proposals for you to improve your aptitudes.

3.4 SCOPE

Temporary position experience assumes an indispensable function for each understudy to execute their
hypothetical information and get a useful information from any association. An understudy can execute this
temporary position involvement with his future work zone. Ewar Technologies gives me open door for
social occasion viable experience and readiness of the report. I arranged this report under the super oversight
of Rahul Singh. it is broadly analyzed and the finding is explained alongside the profundity study.

3.5 METHODOLOGY
26
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 for reaching a conclusion on that Study.
This report has been prepared on the basis of experience gathered during the period of research from 25th
May to 19th July 2020.

3.6 WORK DONE IN THE COMPANY

I finished my midyear temporary position in EWAR-TECHNOLOGIES.. This entry level position was
totally done on a virtual premise (telecommute) because of the ongoing pandemic.

There were standard gatherings to check upon the advancement of our work by our organization tutor and
guide us on how the work must be finished.

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

27
Week
Week Date
Date Activity
Activity
Week Date Activity

Week Date Activity


Week Date Activity
5 22-Jun-20 Research
Researchonon MPL,newGamerjii, Gamingmonk.
games like clash royale, Pubg Pc. Excel Work
Week Date Activity
76 29-Jun-20
6-Jul-20 (profit
Holiday / loss for respective games)
1 25-May-20 Company Visit

45 15-Jun-20
23-Jun-20 Excel Work (profit /Gamerjii,
Research loss for respective games)
ResearchononMPL, new games like Gamingmonk.
clash royale, Pubg Pc. Excel Work
26 1-Jun-20
30-Jun-20 2nd sem final
(profit / lossexam (leave) games)
for respective
71 7-Jul-20
26-May-20 No work
Introduction to Company

5 24-Jun-20 Holiday
4Week Date
16-Jun-20 Activity
Excel Work (profit
Research on new/ loss for respective
games like clash games)
royale, Pubg Pc. Excel Work
26 1-Jul-20
2-Jun-20 2(profit
nd / lossexam
sem final for respective
(leave) games)
1 27-May-20 Training for excel work
7 8-Jul-20 Risk Analysis for respective games.
5 25-Jun-20 Research on MPL, Gamerjii, Gamingmonk.
43 8-Jun-20
17-Jun-20 Research
2nd sem
Excel Work on
final new / (leave)
exam
(profit games
loss forlike clash royale,
respective games) Pubg Pc. Excel Work
6 2-Jul-20 2(profit
nd / lossexam
for respective
(leave) games)
12 3-Jun-20
28-May-20 sem final
Training for excel work
7 9-Jul-20 Risk Analysis for respective games.
5 26-Jun-20 Research on MPL, Gamerjii, Gamingmonk.
Research on new games like clash royale, Pubg Pc. Excel Work
436 9-Jun-20
18-Jun-20 2nd sem
Excel Workfinal exam/ (leave)
12 3-Jul-20
29-May-20 (profit
Training loss(profit
/ for loss for games)
for respective respective games)
4-Jun-20 2 sem final exam work
nd excel (leave)
57 27-Jun-20
10-Jul-20 Research on MPL,
Risk Analysis Gamerjii,games.
for respective Gamingmonk.

nd
4136 10-Jun-20
30-May-20
4-Jul-20
19-Jun-20 2Holiday
sem
Holiday
Excel
nd
final
Work exam/ (leave)
(profit loss for respective games)
2 5-Jun-20 2 sem final exam (leave)
5 28-Jun-20 Holiday
7 11-Jul-20 Holiday
16 31-May-20
5-Jul-20 Holiday
43 11-Jun-20
20-Jun-20 2Holiday
nd
sem final exam (leave)
Holiday
nd
2 6-Jun-20 2 sem final exam (leave)

7 12-Jul-20 Holiday

432 12-Jun-20
21-Jun-20
7-Jun-20
Excel
2Holiday
nd
Work (profit / loss for respective games)
sem final exam (leave)

Week Date Activity

3 13-Jun-20 Holiday
Risk Analysis for respective games.
8 13-Jul-20 Excel Work (profit / loss for respective games)

3 14-Jun-20 Holiday
28
Risk Analysis for respective games.
8 14-Jul-20 Excel Work (profit / loss for respective games)
3.7 DATA COLLECTION, INTERPRETATION AND ANALYSIS

 DATA COLLECTION 

The information has been gathered from the accompanying sources:

1. Essential:

• Primary information signifies 'Direct data' gathered by an examiner. • It is gathered unexpectedly.

• It is unique and more solid

2. Optional:

• Secondary information alludes to 'Recycled data'.

• These are not initially gathered rather gotten from effectively distributed or unpublished sources.

The essential information here incorporates the information gathered from the representatives of the
organization and from the organization guide with respect to the different parts of organization, for example,
data in regards to their administrations, their vision, mission, and so on

The auxiliary information here incorporates the information gathered from different bulletins, articles, web
based gaming sites and the current data in the firm.

• INTERPRETATION
• Interpreting your discoveries is connected to seeing whether what you found avows or doesn't certify the
discoveries of past investigations in your composing audit. Your discoveries may similarly offer novel
encounters or information.

• The reason for understanding is to increase important and usable information and to make the most
instructed decisions conceivable.

• The data gathered has been after a legitimate examination, perception, and after cross checking the
legitimacy of the information from both the essential and auxiliary source.

• The data has been deciphered subsequent to getting acquainted with the information, returning to the goals,
examining the examples and dependent on the appropriate responses given by the workers.

• ANALYSIS

Information investigation is perhaps the most noteworthy portion of examination. Powerless investigation
produces erroneous results that hamper the authenticity of the investigation just as make the disclosures
unusable. It's essential to pick your information investigation systems mindfully to ensure that your
disclosures are astute and noteworthy.

29
• The data was dissected by the method of account examination, i.e., by investigating the reacts that were
gotten on meeting the organization representatives with respect to the working of the firm.

• They were additionally investigated through the exposure examination, which is like the account
investigation where the fundamental spotlight is on the setting that was gotten through the method of
correspondence from the staff.

CHAPTER 4

30
KEY LEARNINGS AND RECOMMENDATIONS

4.1 OBSERVATIONS

Some of the key observations during this internship are: 

• Welcoming: The firm was inviting and didn't cause us to feel like a pariah and caused us to feel as
significant as the ordinary representatives. The staff urged us to ask any questions with respect to the work
and caused the understudies to feel one among them, which helped us in finishing the work on schedule and
in finishing the temporary position effectively.

• Skills and information: It was a stunning stage to figure out how things functioned in a firm and we had the
option to apply our abilities and information essentially and saw that my insight with respect to the monetary
administrations industry has improved and there are significantly more to learn.

• Economic difficulties: Observed that each firm faces various monetary difficulties, for example,
developing rivalry, increment or decline in the customer obtaining and maintenance.

• Client data: Observed that every single customer that the firm has, their data is exceptionally secure and
won't be uncovered to anybody, however will be unveiled just when needed in the wake of going through
the necessary techniques.

• Technology changes: Observed that the adjustments in innovation influence each kind of an industry and
must be adjusted in like manner.
31
• Accurate: The occupation done must be precise by each assistant or worker as even a little blunder may
have an enormous effect in any issue.

• Regulatory changes: Observed that with the different administrative changes that is going on consistently,
the representatives ensure that they are consistently state-of-the-art and ensure that they read all the
materials and articles consistently.

• Opportunities: Never disapprove of a chance, as it causes us in procuring more information.

• Time the executives: I saw that time the board is one of the significant variables when you're working in a
firm, where various positions will be given immediately, and one must realize how to oversee time and
complete it inside the cutoff time.

• Networking: I saw that building network in a firm is exceptionally basic for your self-improvement.

• Questioning: I saw that one must solicit any sort from inquiry in regards to work decisively, since,
supposing that your uncertainty isn't cleared, your work may not br completely right dependent on your own
suspicions. It is likewise critical to check your work twice upon accommodation.

• Understand the substance: It is imperative to comprehend the working of the firm and the items and
administrations gave by them.

4.2 EXPECTATIONS AND ACHIEVEMENTS

 ACHIEVEMENTS 

1. Managing challenges successfully:

From the outset as a startup and master association with any firm we deal with the resistance from the
enormous and settled firm as they recently made extraordinary proportion of philanthropy in the
overall population with some incredible proportion of the clients. So we should deal with this sort of
rivalry from settled in firm by offering incredible kinds of help at whatever point the customers
required.

2. Advancing the time:

The firm remains mindful of the current happenings and it makes us to be set up to defy challenges
that the market and new law changes may hurt. It understands that a bookkeeping calling in India is creating
with generally firms intending to transform into a rumored name. However, this never transformed into an
issue for the firm, due to their aptitude in the calling and for giving a 'one-stop answer' for all the issues to
the customers.

3. Staying aware of the current time:

32
Specialists at the firm have confidence in preparing themselves by working up their significant
appreciation of the potential and the subsequent accounting and legal perspectives, new changes of the
creating overall economy and their recommendations for clients so that before they face any issue the firm is
set up with significant examining of the law. Ceaselessly firm ought to be update with the new laws and
changes in law rules, etc before there is any issue made to clients.

4.3 LEARNING OUTCOMES 

• Improvement in the current aptitudes and learning of new skills

• Multitasking (working and learning simultaneously).

• Gained a comprehension with respect to the working of the firm

• Gained a handy encounter from our scholastics.

• Good joint effort among different understudies

4.4 FINDINGS

A definite SWOT investigation of the association working has helped showing up at the accompanying
discoveries:

1. E-WAR is profoundly sorted out.

2. Accountability and straightforwardness is another factor of achievement.

3. Always ensures update of any game is never relinquished.

4. Have inside and out information about clients and their needs.

5. Competitive favorable position regarding update.

6. Believe in making internet games open doors for youthful.

7. Focuses more on client maintenance.

4.5 CONCLUSIONS

33
In the wake of directing entry level position at E-WAR TECHNOLOGIES, it tends to be seen that the
association is a very even association and it realizes its qualities just as its shortcomings, likewise we can
discover that the representatives are glad to work in this association.

Additionally it is acquiring acceptable benefits, and furthermore improving its size of bringing new games
and new updates of games. The association is making due from the opposition very well as they have
changed more on their quality than some other thing.

While directing the examination certain focuses were additionally noticed that the association has an
awesome feeling of representative fulfillment for example it stresses more on representative wellbeing and
development. All the representatives are dealt with similarly independent of their assignment. The
representatives are not approached to chip away at occasions and they have a paid leave of 2 days of the
month barring Sundays, Which is exceptionally liberal in nature.

Last yet not the least they esteem client maintenance and for the equivalent have different methods and
approaches to hold the clients, they have additionally begun customization of shirts where the clients can
legitimately determine what kind of shirt they need and afterward as indicated by that a model is made
through a product and afterward in the event that the client is content with his customization, at that point it
delivers the equivalent for them.

4.6 RECOMMENDATIONS

1. They can broaden into high illustrations.

2. Can investigate the choice of defining moments.

3. Try wandering into PS games.

4.7 LEARNING EXPERIENCE

I have seen and experienced ability, polished methodology and commitment of the labor force towards
achieving the undertakings and targets.

Today, I am glad to be related with this regarded association as an assistant and I am lucky to have the
introduction across the greater part of the divisions and its working. Generally it was a decent learning and
compensating experience.

This communication gave me an understanding and direct insight of modern situation outside the foundation
educational plan. Moreover, the introduction gave me the commonsense information into the general
working of the association, human conduct in organization. The whole term of 2 months at EWAR was

34
expertly overseen by all the capable people I went over, exceptionally instructive and I have no uncertainty,
it will hold its hugeness when I hold onto my expert vocations as a Management (MBA) proficient. In doing
as such, I thankfully recognize the huge heartedness of this organization for allowing me a chance to finish
this temporary position.

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/

35

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