Total words: 1855 | 2-word phrases: 493 | 3-word phrases: 529 | 4-word phrases: 540
PAGE INFO
Title | Try to keep the title under 60 characters (44 characters) Seoulz - Your Guide to the Korean Tech Scene |
Description | Try to keep the meta description between 50 - 160 characters (123 characters) Reporting on the business of technology, blockchain, startups, venture capital funding, and the startup ecosystem in Korea. |
Keywords | Meta keywords are not recommended anymore (0 characters) |
H1 | No H1 tag on the page (0 characters) |
ONE WORD PHRASES 293 Words
# |
Keyword |
H1 |
Title |
Des |
Volume |
Position |
Suggest |
Frequency |
Density |
1 | the | | | | | | | 33 | 11.26% |
2 | in | | | | | | | 16 | 5.46% |
3 | and | | | | | | | 16 | 5.46% |
4 | to | | | | | | | 14 | 4.78% |
5 | for | | | | | | | 14 | 4.78% |
6 | is | | | | | | | 12 | 4.10% |
7 | korea | | | | | | | 11 | 3.75% |
8 | – | | | | | | | 10 | 3.41% |
9 | market | | | | | | | 9 | 3.07% |
10 | south | | | | | | | 8 | 2.73% |
TWO WORD PHRASES 493 Words
# |
Keyword |
H1 |
Title |
Des |
Volume |
Position |
Suggest |
Frequency |
Density |
1 | south korea? | | | | | | | 8 | 1.62% |
2 | south korea | | | | | | | 8 | 1.62% |
3 | in korea | | | | | | | 6 | 1.22% |
4 | in south | | | | | | | 5 | 1.01% |
5 | korea – | | | | | | | 4 | 0.81% |
6 | gaming market | | | | | | | 4 | 0.81% |
7 | mixcare health | | | | | | | 3 | 0.61% |
8 | – a | | | | | | | 3 | 0.61% |
9 | the gaming | | | | | | | 3 | 0.61% |
10 | billion by | | | | | | | 3 | 0.61% |
11 | breakdown the | | | | | | | 3 | 0.61% |
12 | latest news | | | | | | | 3 | 0.61% |
13 | seems to… | | | | | | | 2 | 0.41% |
14 | changed and | | | | | | | 2 | 0.41% |
15 | platform for | | | | | | | 2 | 0.41% |
16 | wellness platform | | | | | | | 2 | 0.41% |
17 | ar and | | | | | | | 2 | 0.41% |
18 | health and | | | | | | | 2 | 0.41% |
19 | has changed | | | | | | | 2 | 0.41% |
20 | a health | | | | | | | 2 | 0.41% |
THREE WORD PHRASES 529 Words
# |
Keyword |
H1 |
Title |
Des |
Volume |
Position |
Suggest |
Frequency |
Density |
1 | in south korea? | | | | | | | 5 | 0.95% |
2 | in south korea | | | | | | | 5 | 0.95% |
3 | south korea – | | | | | | | 3 | 0.57% |
4 | – substrates that | | | | | | | 2 | 0.38% |
5 | gaming market would | | | | | | | 2 | 0.38% |
6 | ar in korea | | | | | | | 2 | 0.38% |
7 | the gaming market | | | | | | | 2 | 0.38% |
8 | whether the gaming | | | | | | | 2 | 0.38% |
9 | years whether the | | | | | | | 2 | 0.38% |
10 | herbiaera – substrates | | | | | | | 2 | 0.38% |
11 | trend has changed | | | | | | | 2 | 0.38% |
12 | substrates that simplify | | | | | | | 2 | 0.38% |
13 | is ai development | | | | | | | 2 | 0.38% |
14 | is one of | | | | | | | 2 | 0.38% |
15 | one of the | | | | | | | 2 | 0.38% |
16 | that simplify and | | | | | | | 2 | 0.38% |
17 | for years whether | | | | | | | 2 | 0.38% |
18 | discussed for years | | | | | | | 2 | 0.38% |
19 | optimize indoor growing | | | | | | | 2 | 0.38% |
20 | open innovation in | | | | | | | 2 | 0.38% |
21 | market would focus | | | | | | | 2 | 0.38% |
22 | ar and vr | | | | | | | 2 | 0.38% |
23 | strong is ai | | | | | | | 2 | 0.38% |
24 | games the trend | | | | | | | 2 | 0.38% |
25 | association for open | | | | | | | 2 | 0.38% |
26 | virtual reality games | | | | | | | 2 | 0.38% |
27 | reality games pc | | | | | | | 2 | 0.38% |
28 | games pc or | | | | | | | 2 | 0.38% |
29 | pc or mobile | | | | | | | 2 | 0.38% |
30 | or mobile games | | | | | | | 2 | 0.38% |
FOUR WORD PHRASES 540 Words
# |
Keyword |
H1 |
Title |
Des |
Volume |
Position |
Suggest |
Frequency |
Density |
1 | in south korea – | | | | | | | 3 | 0.56% |
2 | whether the gaming market | | | | | | | 2 | 0.37% |
3 | trend has changed and | | | | | | | 2 | 0.37% |
4 | pc or mobile games | | | | | | | 2 | 0.37% |
5 | or mobile games the | | | | | | | 2 | 0.37% |
6 | mobile games the trend | | | | | | | 2 | 0.37% |
7 | games the trend has | | | | | | | 2 | 0.37% |
8 | the trend has changed | | | | | | | 2 | 0.37% |
9 | pace throughout the entire | | | | | | | 2 | 0.37% |
10 | reality games pc or | | | | | | | 2 | 0.37% |
11 | fast pace throughout the | | | | | | | 2 | 0.37% |
12 | strong is ai development | | | | | | | 2 | 0.37% |
13 | very fast pace throughout | | | | | | | 2 | 0.37% |
14 | a very fast pace | | | | | | | 2 | 0.37% |
15 | at a very fast | | | | | | | 2 | 0.37% |
16 | growing at a very | | | | | | | 2 | 0.37% |
17 | games pc or mobile | | | | | | | 2 | 0.37% |
18 | virtual reality games pc | | | | | | | 2 | 0.37% |
19 | it will reach over | | | | | | | 2 | 0.37% |
20 | discussed for years whether | | | | | | | 2 | 0.37% |
21 | reach over 300 billion | | | | | | | 2 | 0.37% |
22 | over 300 billion by | | | | | | | 2 | 0.37% |
23 | 300 billion by 2025 | | | | | | | 2 | 0.37% |
24 | billion by 2025 people | | | | | | | 2 | 0.37% |
25 | believe it will reach | | | | | | | 2 | 0.37% |
26 | experts believe it will | | | | | | | 2 | 0.37% |
27 | for years whether the | | | | | | | 2 | 0.37% |
28 | to produce better food | | | | | | | 2 | 0.37% |
29 | years whether the gaming | | | | | | | 2 | 0.37% |
30 | the gaming market would | | | | | | | 2 | 0.37% |
31 | gaming market would focus | | | | | | | 2 | 0.37% |
32 | market would focus on | | | | | | | 2 | 0.37% |
33 | would focus on consoles | | | | | | | 2 | 0.37% |
34 | harnesses mycelium to produce | | | | | | | 2 | 0.37% |
35 | mycelium to produce better | | | | | | | 2 | 0.37% |
36 | is growing at a | | | | | | | 2 | 0.37% |
37 | industry is growing at | | | | | | | 2 | 0.37% |
38 | will reach over 300 | | | | | | | 2 | 0.37% |
39 | south korea – full | | | | | | | 2 | 0.37% |
40 | immersive experiences using virtual | | | | | | | 2 | 0.37% |
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