Market
Value
0.46billion won last year
-->
expected 2 billion won in 2009
Gamers
29,000,000 consumers
--> Expected more than 60 million in 2009
Internet Cafe
Currently 350,000 internet
cafés all over the China and
still increasing
NHN -
Hangame
26 million subscribers and 250,000 concurrent users
Provider offers some 200 kinds of internet
of casino space – largest in the world –with 3400 slot machines and 800 gambling tables and a 15,000 seat arena for entertainment/sports events.
Vision The Venetian Team Members will create a lasting impression through caring, genuine service that will transform the entertainment industry in Asia.By creating a destination resort unique to Asia and broadening our appeal to new markets
care
-Busienss men who often attend drinking parties or women who dislike alcohol
-Business beginners who find it difficult to break atomosphere by leaving the drinking tables.
-People who would like to take care of colleagues and friends in parties or gatherings.
2. COMPETITION
1. Background ofmarket establishment (domestic)80% of alcohol consumers drink alcohol 2~3 times a week
of strong rivals both in the domestic and global market. This sudden change of environment led to depressing loss in sales and measures to save the crisis-stricken company seemed inevitable, especially in terms of structure. The corporation altered several parts of its organizational structure in hope of bringing back things back to normal.
II. Company Introduction
ReignCom was establ
the #1 helmet within 6 years. Nowadays, HJC has 40% of US market share which means 4 out of 10 motorcycle people use HJC helmet. Successes in North America market also lead HJC to expand in European market. Now they are also expanded in China market. The problem in China market is Chinese duplicate products of HJC are selling in low price. HJC need to provide solution against Chinese helmets.
1. Gamemarket and distinctive features
1) Definition
The computer and video game industry (formally referred to as interactive entertainment and generally as the games industry) is the economic sector involved with the development, marketing and sale of video and computer games. It encompasses dozens of job disciplines and employs thousands of people worldwide.
2) sales
The tw
I. Introduction
We actually planned to analyze the case of World Baseball Classics at the start, but due to problems in credibility and/or accessibility we now pick the LG Electronics' case as our subject for its data more opened and dependable. Specifically we are going to discuss their way of entering Chinese market, which shows more ofmarketing strategies of an enterprise.
II. Main
of stores as well. In 2000, they had 28 stores but at this moment they are operating 71 stores. It means it is doubled in 4 years. In short, when E-mart opened their business in 1993 their sales amount was 30 billion won at most but now they have 71 stores and their sales amount is several thousands times more than that. Now E-mart is absolutely the leading discount store in Korean distribution i
Chinese media in February, 2002 to express the fever of excitement about Korean culture in China. And then the popularity of Korean public culture extended into Taiwan, Thailand, Indonesia, Vietnam, Philippines etc throughout the Southeast Asia. Especially since 2000 the boom has gone from Korean dramas, songs, movies themselves to food, ‘Kimchi’, fashion, computer games, and household applia
games in and out of the country. Founded in 1997, it has started off as a venture business and seen as a pioneer in its sector. Since 1998, after the introduction of the most famous online game called “Lineage”, NC Soft has been leading the online gamemarket within Korea and by 2000 it has grown into a global corporation and started branching in the USA, Taiwan, Japan, China, Thailand and Eu