TON DUC
THANG
UNIVERSITY
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OF
FOREIGN
LANGUAGE
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Why is the gaming industry popular?
Group:
Student name & ID: 1. Trần Hoài Nam - 02200125
2. Đặng Dương Chí Cường -
02200005
Course: Writing 4 (001153)
Lecturer: Nguyễn Minh Hòa
Submission date: May 21, 2024
Order Full Name & ID ASSESSMENT RESULT
(Alphabetical order)
Peer TOTAL TOTAL
Oral Part Report
Review RESULT RESULT
(20%) (70%)
(10%) (In numbers) (In words)
1 Đặng Dương Chí
Cường
02200005
2 Trần Hoài Nam
02200125
Examiner 1’s signature & full name Examiner 2’s signature & full name
EXPRESSION AND COMMUNICATION OF IDEAS (4.5 points)
Introduction and thesis statement (0.5 point):
Development (1.5 points):
Expression (0.5 point):
Unity (0.5 point):
Organization and Coherence (1.0 point):
Conclusion (0.5 point):
* CREATIVITY: (0.5 extra point)
RESEARCH, DOCUMENTATION, AND FORMAT (2.5 points)
Citations, quotations and paraphrases (1.0 points):
Blending Sources (0.5 point):
Works Cited Page (0.5 point):
Format (0.5 point):
TOTAL (7.0 pts)
Society is increasingly developing and with the advancement of science and technology,
video games have changed the entertainment habits of young people. While in the past
they liked traditional games like marbles, horse jumping, and jumping rope, now their
main passion is video games. The number of gamers in the world in the world by 2.03
billion to 3.32 billion from 2015 to 2024. (NewZoo, 2023) There are more players both
adults and children, who love to spend their free time on video games. The gaming
industry still has room to grow in the following three factors: the support of game lovers
and government, the explosion in demand for playing and watching games, especially
during the lockdown period, and the effort in improving equipment and game
technology.
First and foremost, the contribution of both game lovers and the government plays a
crucial role in the growth and development of the game industry. In Japan, for instance,
where 75 million out of a population of 126 million are gamers, individuals dedicate an
average of 6.7 hours per week to mobile gaming. (Trân, 2023) Their passion for gaming is
reflected in the significant amount of money spent on games, with some allocating a
portion of their monthly income towards entertainment, including gaming. According to
statistics, the number of users spending on mobile games amounted to 93.2 billion USD in
2021, accounting for 52% of the money spent by users in the global gaming market
(Phong, 2022). Moreover, government support is also instrumental in the success of the
game industry. By way of illustration, in Vietnam, the government has made efforts to
help the game market grow by having policies, especially not imposing a special
consumption tax. In 2022, the Ministry established the Vietnam Game Development
Alliance (VGDA) and launched it on June 30, 2022, (Thoa, 2023) with the goal of
connecting and gathering to develop together. On April 1, 2023, for the first time, the
VGDA organized a game festival, including huge activities such as the Vietnam Game
Awards, awarding game awards to encourage game businesses ,programmers to write
games and create categories for Vietnamese games (Thoa, 2023). Additionally, the
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government also encourages the production and development of educational games about
the country's culture and history in the hope that it will gradually change the perception of
the community, people, and society about the game industry. By working together, game
lovers and governments can create a sustainable and vibrant ecosystem that benefits not
only the industry but also society as a whole.
Secondly, one of the most vital but unexpected milestones in gaming history might be the
period when people tried to escape the prison of boredom and isolation of the COVID-19
lockdown by downloading online games and game streaming platforms. Twitch ranked
6th (after YouTube, Facebook, Instagram, and Twitter) as the most-used social media
platform among video gamer in the US, in 2020, the year in the middle of the pandemic,
had the highest number of app downloads ever in the whole this platform career. (Dean,
2024). This dramatic ratio not only exposes the adaptation in demand for entertainment
but also somewhat demonstrates the moderate achievement in satisfying the social needs
of these kind of video game live streaming destinations. Besides the success of streaming
platforms, games, especially online games, contribute an appreciable part to the whole
gaming industry. The most noticeable data for the game industry’s prosperity in the
period of COVID-19 might be the huge number of sold game copies, for example, Animal
Crossing: New Horizons by Nintendo, one of the Giant in the game industry, was released
in March 2020 and became the best-selling Nintendo Twitch game of all time by 13.4
million sold unit immediately just after 6 week after release day in the middle of
pandemic (Clement, 2023). One of the most viral game phenomenon, in the middle of
lockdown, “Among Us” was played by less than 100 people for the first six months,
however, it instantly popped up and get recorded as the Top 2 game has the most number
of monthly active users on Steam, a famous video game digital distribution and storefront
(Curry, 2024). For these practical reasons, gaming line of work had stepped the explosive
steps to the new and potential era of the whole industry life cycle.
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The final reason for the growth of the gaming industry is efforts in improving equipment
and game technology. The gaming industry developments have been important in making
games more aesthetically pleasing, immersive, and technically complex, which has
resulted in the industry's phenomenal rise to prominence. To gain that accomplishment,
the gaming business has experienced many ups and downs over its lengthy history.
According to a research carried out by 300Mind, early in the 1950s featured the
introduction of computer games such as Nimrod, Tic-Tac-Toe, and Tennis for Two.
(Rajput, 2023). However, at that time, many games weren't very popular because of the
limited and simple system. 1990s was a decade of great change in the gaming industry.
Significant technological developments, the rise of renowned game production firms, and
the mainstreaming of gaming as a form of entertainment all defined the era. The advent of
color displays in mobile devices towards the end of 2000 made games with a strong visual
component possible. In the 2010s to the present, gaming industry now has released new
technologies to make gaming experience more realistic and approachable to players. VR
(Virtual reality) is an example, when using virtual reality glasses and link them to a
computer or smartphone, you will be fully submerged in a virtual world and nearly lose
awareness of the outside world (Lowood, 2024). Besides, with cloud gaming, gamers no
longer need to invest in costly gaming consoles or high-performance computers to play
the newest games, as all the processing and rendering are done on the cloud server.
Instead, gamers only need a device with internet access to play the games (Delvadiya,
2023). More advanced and adaptive high tech will be released and bring positive and
unforgettable experiences for players in the future years. Many new games will have more
detailed gameplay, better animations, graphics, and sound effects. However, we have yet
to see how the industry develops in the future.
In conclusion, the gaming industry has become a popular and rapidly growing
phenomenon with three most common aspects: the backing from gaming enthusiasts and
administration, the explosive growth in the desire for gaming, especially in social
relaxation, and the attempt to enhance gaming devices and advance game technology. The
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gaming industry has emerged as a notable field, attracting millions of gamers worldwide
and creating significant business opportunities. Electronic games not only entertain and
relieve stress but also build a gaming community and promote development. In the future,
the gaming industry will become one of the most popular and rapidly expanding sectors,
providing stability and sustainability….
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Word Count: 1141
References
References
Clement, J. (2023, 11). Unit sales of Animal Crossing: New Horizons worldwide as of September 2023.
Statista, 1. Retrieved from https://www.statista.com/statistics/1112631/animal-crossing-new-
horizons-sales/
Curry, D. (2024). Among Us Revenue and Usage Statistics (2024). Bussiness of apps, 1. Retrieved from
https://www.businessofapps.com/data/among-us-statistics/#:~:text=It%20took%20two%20years
%20for,300%20million%20MAUs%20in%202020.
Dean, B. (2024). Twitch Usage and Growth Statistics: How Many People Use Twitch? BACKLINKO.
Retrieved from https://backlinko.com/twitch-users?
fbclid=IwZXh0bgNhZW0CMTAAAR2ADCDhm8WSSfXwZEs0N20CGn2BkaRZV_AKseYiuB
bDyAMcKkRy0zb3zy8_aem_AVh3XjXlSc8oXBO4oDObnOBWkPjvATJDK5lEui_OeIK2uv5P
28NckS4ps21NKUxk4fTnPR-QUdPahjBWNQ2kKG6O
Delvadiya, D. (2023). Advantages and Disadvantages of Cloud Gaming. Tutorialspoint. Retrieved from
https://www.tutorialspoint.com/advantages-and-disadvantages-of-cloud-gaming#:~:text=Cloud
%20gaming%20can%20also%20provide,without%20any%20lag%20or%20delays.
Lowood, H. E. (2024). Vitual reality. Britannica. Retrieved from
https://www.britannica.com/technology/virtual-reality
NewZoo. (2023). Number of Video Gamers in the world from 2015 to 2024. Gambaru, 1. Retrieved from
https://gambaru.io/blog/so-lieu-thong-ke-nganh-game-toan-cau-nam-2023
Phong, Đ. (2022). Người dùng đã chi hơn 93 tỷ USD cho mobile game. VnEconomy, 1. Retrieved from
https://vneconomy.vn/nguoi-dung-da-chi-hon-93-ty-usd-cho-mobile-game.htm
Rajput, A. (2023). How Did the Gaming Industry Evolve with Time and Become Popular? 300 MInd, 1.
Retrieved from https://300mind.studio/blog/gaming-industry-transform/
Thoa, K. (2023, 8 21). Ngành công nghiệp game Việt Nam còn nhiều tiềm năng phát triển. Đảng Cộng
Sản. Retrieved from https://dangcongsan.vn/khoa-hoc/nganh-cong-nghiep-game-viet-nam-con-
nhieu-tiem-nang-phat-trien-644633.html
Trân, B. (2023). Bài học từ một cường quốc về game. Điện tử ứng dụng, 1. Retrieved from
https://dientuungdung.vn/bai-hoc-tu-mot-cuong-quoc-ve-game
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