Ⅲ Success in Korea
There are several crucial barriers for Xperia PLAY to achieve success in Korean market.
1. Legal barriers _ Game Shut Down System
On 20 April, 2011, Game Shut Down System was approved by bill judge committee of Korea. The Game Shut Down system is to prohibit adolescent from playing on-line game from midnight to 6 a.m. of the next day, and its object is to reduce inte
Tobacco industry
Tobacco industry plays as a pioneer in the modern marketing. Tara Parker-Pope’s ‘Cigarettes: anatomy of an industry from seed to smoke’ acknowledge that the tobacco industry represents promotion and marketing itself. It is the industry’s marketing ability which made tobacco a high necessity good for billions of people around the world, despite the product’s nature of h
Korean Universities
Wrong drinking behavior can have a demoralizing influence upon the university students in various factors.
i. Problem induced by drinking behavior
1. Economic Difficulties: 47% of university students have economic difficulties because of money spent to drink and 49% of them are losing out financially.
2. Loss of Academic Ability: Drinking reduces memory; intelligen
4. Market and Trend Analysis
According to Korean Medical Association (KMA), 32.4% of Korean adult population and 25% of Koreanadolescence are overweight as of 2009 and 150,000 ~ 200,000 people are diagnosed as obesity every year. Overweight and obesity are now social issues in Korea. The entire population of Korea is in a diet syndrome. In the past, most of people only focused on losing weigh
Koreanadolescences started to wear 'North Face' jumpers as their kind of school uniform. Moreover, there is hierarchy of North Face by their prices. This is because of features of adolescences following fads. As we can check from hierarchy of North Face that they are conscious of eyes of others, this North Face kind of fad spreads out relatively very fast among them.
We can treat this just as