PUBG ban is not a setback for Indian esports says E-War Games CEO Parth Chadha

PUBG ban is not a setback for Indian esports

PUBG Mobile India ban has effected the Indian esports ecosystem in a massive way, disbanding teams and organisations but Gaming platforms like E-war Games meanwhile have not affected that much by it says Parth Chadha, CEO, E-war. Chadha says ” we have had communities around other and still see growth in the industry as players discover their next game.” Insidesport caught up with Parth Chadha, CEO, E-War Games, one of India’s leading esports company where you can play your favorite games and win real money.

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Q: How did E-war come to be and what was your motive behind the platform?

A: I have always been an avid gamer from my college time. Prior to E-war, I was working at JP Morgan, where I and my co-worker were very fascinated about doing something in esports that has an impact. PUBG in India had already become huge and Dream eleven back then was the poster boy and everyone was hooked on fantasy, we saw that a bigger market for casual games and esports. We started E-war as a vernacular platform to play, watch, and make money by playing all at one place for casual gamers to hardcore gamers. We also wanted to create a solid trajectory for a serious gamer to go pro if he had the talent for it.

 

Q: How does a player who wants to go professional get noticed by teams and scouts on E-War?

A: We saw that in India there is no defined trajectory for a player to go professional. A talented player can join with his squad or find other players on the platform to make a squad using the social element on our platform. We continuously host tournaments on our platform, the player can start at a beginner’s level and move on to a higher level. We host these big championships like in June we had hosted E-war PUBG Mobile Mahayudh in partnership with Tencent, the tournament had a very unique format, we split the tournament into 3 phases. Phase 1 was the pro level teams, like Soul, Fanatic, Orange Rock, etc. In phase 2 we had underdog teams, we started off with taking entry for 2k teams but we ended up with 5k teams surprisingly. In Phase 3 the top 10 teams of both the phases competed against each other. It was beautiful as the runners up were an underdog team that got reached out by different organisations and different sponsors. That’s one of the ways we try and get players into being sponsored.

Q: What are the sources of revenue for E-war platform?

A: When it comes to esports standalone perspective it’s mainly sponsorship, because you create content and a lot of people watch these big teams play. It is also around advertisements which you can streamline in different manners like ad’s during streams also we had in-game advertisement for Poco phone in the game Tappy bird in a tournament where instead of coins players had to collect Poco phones in the game. Mainly its advertising and sponsorship are the major sources of revenue.

Q: E-war Games has a streaming side to it too right?

A: We recently kicked of streaming on Ewar, earlier we were just doing our tournament streams, but now we have our own streaming dashboard, where if u are a budding streamer and want to go live you can come on E-war register as a streamer where you get your own portal and go live and everyone who visits E-war will be able to see click on your stream. This helps streamers get the first set of eyeballs, because starting off at YouTube now with this high competition is very challenging in terms of attracting people. Being one holistic platform if brands partner with us then the streamers also get an element of sponsorship benefits too.

Q: How has the E-war Games team grown from the time it was founded?

A: We actually started off with 3 people, me, and my co-founders. We are now about 24 members on the team, with around 14-16 core team members. These members make up the design, tech, esports operation, and marketing, and business.

Q: What’s the next step for E-war, Where do u see yourself in the future?

A: Our target is to acquire more users to be with, to be able to cater to the nooks and corners of the country. We are already doing this to some extent due to our vernacular approach, but we plan on hitting our target of 7 to 8 million users in the next 12 months.

Q: Finally, the PUBG Mobile India ban, how did it impact your platform, and where do u think Indian esports has in store from here on?

A: PUBG Mobile India ban, even though people saw it coming it was kind of unexpected. When it happened, it’s for the good of the country so we must stand by it. There is definitely a void after the PUBG India ban, I can’t say things are normal, people are effected mainly teams and organisations who relied on PUBG. We had always diversified our platform, even when PUBG was around we had good communities around other games like free fire and COD. I remember when we did Mahayudh PUBG, we got a lot of responses to form the free fire and COD community to host a similar tournament for them. We as a platform did not get affected too much. I think that it’s not a setback for Indian esports and we will continue to see growth in the industry.