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M Hasnain Kausar - 2159

Danish Hussain Awan - 2161


Rohama Ifshal - 2168
BSCS 8th Afternoon

Technical  Entrepreneurship
Report

Table of Contents
EXECUTIVE SUMMARY ........................................................................................................................ v
Chapter 1 ..................................................................................................................................................... 1
1.Business Introduction .............................................................................................................................. 1
1.1. Mission Statement (Business Purpose) .......................................................................................... 1
1.2 Company Vision (statement about company growth) ................................................................... 1
1.3. Business Goals and Objectives ........................................................................................................ 1
Brief History of the Business............................................................................................................... 1
1.5. Key principal of company ............................................................................................................... 2
1.6. Stake Holders of the Business ......................................................................................................... 3
Chapter 2 ..................................................................................................................................................... 4
2.The company (form of a company) ........................................................................................................ 4
2.1. Legal status of company .................................................................................................................. 4
Chapter 3 .......................................................................................................................................................
5
3The industry .............................................................................................................................................. 5
3.1. Industry Structure: ......................................................................................................................... 5
3.2. Industry Trend: ............................................................................................................................... 5
Chapter 4 .......................................................................................................................................................
6
4.Market Analysis and Marketing Plan ................................................................................................... 6
4.2. Market Size: ..................................................................................................................................... 7
4.2. Target Market: ................................................................................................................................ 8
4.3. General Profile of our Targeted Clients: ...................................................................................... 8
4.4 Anticipated Market Share: .............................................................................................................. 9
4.5. Competition: .................................................................................................................................... 9
4.6 Channels of Distribution: .............................................................................................................. 10
4.7. Pricing, Promotion, Products and Place (4ps): ........................................................................... 10
4.7.1. Pricing: ............................................................................................................................... 10
4.7.2. Promotion Plan: ................................................................................................................ 12
4.7.3. Product: ............................................................................................................................. 13
4.7.4. Place: .................................................................................................................................. 14
Chapter 5 ................................................................................................................................................... 16
5. Operational Plan: .................................................................................................................................. 16
Chapter 6 ......................................................................................................................................... 17
6. Description of Products and Services: ................................................................................................ 17
6.1. Products and Services: .................................................................................................................. 17

6.2. Competitive Products and Services: ............................................................................................ 17

6.3. Product Development Stages: ....................................................................................................... 18

6.4. Manufacturing Plan: ..................................................................................................................... 18

6.5. Maintenance and Support: ........................................................................................................... 18

Chapter 7 ................................................................................................................................................... 20
7. Organization & Management: ............................................................................................................ 20
7.1. Organization Chart: ...................................................................................................................... 20

7.2. Board of Directors: ........................................................................................................................ 20

7.3. Bio description of members: ......................................................................................................... 21

Chapter 8 ................................................................................................................................................... 22
8. Financial Management: ....................................................................................................................... 22
8.1. New business ................................................................................................................................. 22
8.2. Balance Sheet: ................................................................................................................................ 23
8.3. Profit and Loss Statement: ........................................................................................................... 24
8.4. Cash Flow Statement: ................................................................................................................... 25
E-SPORTS GAMING HUB
Business Description
Introduction:
The project that we made is an e-sports gaming hub a website we titled it as “Game Warrior”. It
will consist of e-Tournaments / Events of multiple famous and interactive games either Mobile
or PC Games from all around the world. Many events will occur through this site that will allow
the users to create their profiles, show there ranks, skills ability and enable them to feature
themselves in the Pakistan’s and World’s e-gaming industry and those people who can’t get
featured in the gaming industry such underdogs players will be given this platform to show their
abilities. We will try to give an opportunity to establish themselves in E-Gaming. It would give
them an identity and would help them gain maximum sponsors from their skills, they can be
place according to their ranks in different Games and the interested Communities / Brands would
be able to give them sponsors. This feature of our website will help the Brands to target most
skill full e-Gamers in this industry of Pakistan.
The primary features that will be realized are as follows: There will be two main Users one will
be a Player and other will be a Sponsor who can manage their account through Login and Sign-in
Management. Users who have logged in will be able to manage their profiles via the dashboard
function, which allows them to amend and update their information on it. There will also be
ranks ratings of the top leading players in different gaming format and Live Streams of matches
to entertain the audience of this platform. The admin will maintain the decorum of the whole
website. We used different frameworks and Programing languages such as HTML 5, Java
Script, CCS 3, Bootstap, Firebase, Node, SASS and others to create different features of this
website. The different Software requirements are Visual Studio Code, Git, Terminal, and
Pycharm.
As this Project is a website based interactive online services. It is an Electronic Sports Gaming
community and platform. Our site is generally made available free of charge. We will make a
platform for mobile and pc gaming community and organize events on Small and Big Levels.
We will be posing different types of Events News and Tournament Registration system for
players. The Sponsors would be able to give sponsorships to high ranked level players. This will
benefit the Player’s financial needs and the Brands will have their publicity. We as the creator of
this platform will be able to earn from each event by getting a share from each event sponsors

Vision:
Be and be recognized as the best e-gamers organizers in Pakistan

Mission:
● Mission is to make Pakistani gaming industry as a community to be known in the world rankings.
Objectives
 To add Multiple Games Tournaments Events Dates Schedule.
 To Rank players according to their points and based on their stats.
 To predict chances of winning players.
 To add Live Video Streaming of the matches.
 To include three different types of users (Admin, Sponsors, Players).

Industry
Industry Trends
The video game industry encompasses the development, marketing, and monetization of video games.
The industry encompasses dozens of job disciplines and thousands of jobs worldwide.

The video game industry has grown from niches to mainstream.As of July 2018, video games generated
US$134.9 billion annually in global sales.In the US, it earned about $9.5 billion in 2007, $11.7 billion in
2008, and US$25.1 billion in 2010, according to the ESA annual report. Research from Ampere Analysis
indicated three points: the sector has consistently grown since at least 2015 and expanded 26% from
2019 to 2021, to a record $191 billion; the global games and services market is forecast to shrink 1.2%
annually to $188 billion in 2022; the industry is not recession-proof.

Industry Problem:

 Labour Movements. 2021 was the year in which some of the industry's giants faced multiple
allegations of enforced overtime, workplace bullying, discrimination, and sexual harassment. ...
 Supply Chain Issues. ...
 Subscription Gaming. ...
 Metaverse – AR & VR.

Solution:

Features that have so far been considered to be added to our project include login /
registration for the user as well as for the provider. The administrator has a predefined username
and password and can use them to make changes to the web site. In our platform we gave users
(Player or Brands / Sponsors) a friendly environment to ensure that every single person who is
using our platform can easily rank up their profile as player and get sponsors from brands.
Features that have so far been considered to be added to our project includes Interactive multiple
Games Tournaments Events Dates Schedule, Rank players according to their points and based on their
stats, Predict chances of winning players to develop interest of sponsorships from different brands, Live
Video Streaming, An interface for Guests / Visitors of the site, Registration in tournaments for the
Players.

Marketing Analysis and Market plan

SWOT Analysis:
SWOT analysis is a better way to start a market analysis. Grow e-gaming has few observations over
market analysis.

Strength:
● Easy Access:
Anyone can access the app and website from anywhere in the world by just visiting.

● Diversity of games:
In the past, game developers and publishers almost exclusively catered to men, often
overlooking women, ethnic minorities, the LGBTQIA+ community, and people with disabilities.

While the market has come a long way since then, the games business still has challenges to
overcome in terms of inclusion and representation. That’s why we recently launched our Gamer
Sentiment Study on Diversity and Inclusion.

The study is already helping the biggest game publishers understand behavior, motivation, and
sentiment, identify opportunities to make games more inclusive, and access motivations outside
of gaming.

In this article, we’ll present some high-level findings from the study, which is based on a survey
among over 4,000 gamers across the U.S and U.K.

Weakness:
● Gaming Disorder:
Gaming disorder is defined in the 11th Revision of the International Classification of Diseases
(ICD-11) as a pattern of gaming behavior (“digital-gaming” or “video-gaming”) characterized by
impaired control over gaming, increasing priority given to gaming over other activities to the
extent that gaming takes precedence over other interests and daily activities, and continuation
or escalation of gaming despite the occurrence of negative consequences.
● Lack of Sleep:
Online gamers who play too much have frequently reported having trouble falling asleep.
Therefore, it is important to keep an eye on this activity before it starts to interfere with one's
sleep cycle.

Opportunity:
● Growing Industry:
The gaming industry is rapidly increasing on a daily basis. Now the majority of gamers start
gaming as a career.
It is estimated that by the end of 2025 the gaming industry will surpass the 350 billion dollars in
size.

Threat:
● Substitutes:
Grow e-gaming has no direct competition with out but there is a different substitute which can
take market share from us.

● Discrimination:
There is a lot of discrimination against the women as this industry is more focused on male-
dominated

Market Size:
In 2021, the global eSports market was valued at just over 1.22 billion U.S. dollars and was expected to
grow to a value of 1.44 billion in 2022. eSports market size worldwide in 2021, with a forecast for 2022
and 2029 (in billion U.S. dollars)

Target Market:
As this Project is a website based interactive online services. It is an Electronic Sports Gaming

community and platform. Our site is generally made available free of charge. We will make a
platform for mobile and pc gaming community and organize events on Small and Big Levels.

We will be posing different types of Events News and Tournament Registration system for

players. The Sponsors would be able to give sponsorships to high ranked level players. This will

benefit the Player’s financial needs and the Brands will have their publicity. We as the creator of

this platform will be able to earn from each event by getting a share from each event sponsors

Competitions:
eSports, also known as e-Sports, egames, or electronic sports is organized competitive video gaming. It
primarily involves teams competing against each other in tournaments for a cash prize. Functionally, it's
the same as traditional sports.

7 P’s of Marketing
Product:
Grow e-gaming is a service-based company so its products will be intangible in nature. Grow e-gaming is
providing gaming framework for creator of video game. A controller for players with a platform to play
games. where the gamer can use their gesture while playing any game they want. It can be a PC game
or Mobile game using augmented reality.

● E Gaming
● Software controller

Gaming Framework: Framework is for gamer developers who develop games and want to develop a
game with next generation technology which is Augmented reality. By using our framework, it will be
easy for them to create games with augmented reality. They don’t have to write code by them-self’s
Grow e-gaming will provide them with every possible code used in augmented reality for gestures.

Place:
Grow e-gaming will start its operation in the USA, New York in the start. It is a web-based service so
place in not a big factor who ever want to access the service they can get it anywhere from the earth.
Our services will be the same in any part of the world for gamers as well as developers.

Sources:
https://madfurygaminghub.000webhostapp.com/index.html
People:

● Video gaming players

Process:
Operational plan
Product Design:

Marketing Aspect:
E Gaming industry all rely on Social media Marketing.

Technical Aspect:
The primary features that will be realized are as follows: There will be two main Users one will
be a Player and other will be a Sponsor who can manage their account through Login and Sign-
in
Management. Users who have logged in will be able to manage their profiles via the dashboard
function, which allows them to amend and update their information on it. There will also be
ranks ratings of the top leading players in different gaming format and Live Streams of matches
to entertain the audience of this platform. The admin will maintain the decorum of the whole
website. We used different frameworks and Programing languages such as HTML 5, Java
Script, CCS 3, Bootstap, Firebase, Node, SASS and others to create different features of this
website. The different Software requirements are Visual Studio Code, Git, Terminal, and
Pycharm

Product/service development stages:


Scope of the Project

This Project is a website based interactive online services. It is an Electronic Sports

Gaming community and platform. Our site is generally made available free of charge. We try to

make a platform for mobile and pc gamming community and to organize events. There are

different platforms available online mostly not available in Pakistan. The project allows users to

create their own account either as player or as a sponsor and allows them to choose their

multiple games interests to get information about ongoing tournaments of multiple games that

will be organized through this website. The Players will be given a form to apply for the

tournaments either as team or individual depends upon the type of games and the Brands would

be able to give those sponsors. This will benefit both Brands and Players and our platform will

get a share from it. The platform will begin from a smaller level such as E-Gaming events in

colleges and universities level then between different institutes. It will help finding players and

form a community of top ranked players that will promote them in International Gaming

Industry.

Maintenance and support:


Limitations
Because this is an e-gaming web site, users must be registered in order for it to function

effectively. Our project has some limitations due to its enormous scale. This online site features a

limited amount of functionalities, but those that are there are well-built and functional. In this

application, we use agora for live stream, which works great but has a drawback in that the free

trial only allows limited user for live stream and it is also paid. Internet payment methods for

tournament registration in Pakistan include banks and some online businesses such as Easypaisa

and Jazzcash. We must purchase their APIs in order to use their payment methods. So we made it

manually for players to register and then pay to our Banks accounts.

Future Work

The aforementioned limitations can be overcome in the future when we have the means to

overcome them and add more capabilities to produce a more professional and effective platform

for users. This program might feature a new module where user can get the online payment

method in this platform. We also want to build a community of e-gamers and audience for

interactions / communication. We also want to create a multi user live stream of matches that

will be smooth to use. As of now it is at the smaller level such as for Universities / College

Students because the majority audience are students of this platform. We would like create a

system for visitors (audience) to rate the players they like too. In conclusion additionally, the

system will be updated time by time according to the new technology.

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