WEEK 3 - Digital Advantages, Competition & Business Models

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Vocabulary flashcards reviewing concepts on digital advantages, eBusiness models, digital darwinism, network effects, and winner-take-all dynamics from MIS 303 Week 3.

Last updated 2:37 AM on 9/22/26
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26 Terms

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Search Costs

The costs and effort required by consumers or businesses to find, compile, and compare data and information regarding products and services.

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Reach

A metric representing the total number of people or potential customers connected across a communication or data network.

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Richness

The quality, detail, and depth of information processed and delivered to a user.

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Long Tail

A market phenomenon referring to the large number of niche products unavailable through conventional retail stores, made commercially viable by the infinite shelf space of digital markets.

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Intermediary

Any agent, software, or business that provides a trading infrastructure to bring buyers and sellers together while charging overhead for the service.

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Disintermediation

The elimination of channel intermediaries in a supply chain, allowing manufacturers and producers to access customers directly to increase profit margins or lower prices.

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Clickstream Data

Data tracking the exact navigation path of a consumer through a website, including page views, visit patterns, stay duration, date/time, and abandoned shopping carts.

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Digital Darwinism

The concept that organizations failing to adapt to the demands and speed of the digital marketplace are doomed to fail as technology reduces market frictions.

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Sustaining Technology

An incremental technology that produces an improved product existing customers are eager to buy, such as faster processing, enhanced quality, or lower cost.

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Disruptive Technology

A novel approach or product that initially fails to meet the needs of mainstream customers but improves more rapidly than incumbent technologies, eventually displacing established markets.

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DARPANet

An emergency military communications network created by the U.S. Department of Defense that served as the foundational precursor to the modern Internet.

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eBusiness Model

A comprehensive plan detailing how a digitally mediated firm creates, delivers, and generates revenues or rents on the Internet.

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B2B (Business to Business)

An eBusiness model representing commercial transactions conducted between two or more business entities, forming the largest digital commerce sector.

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B2C (Business to Consumer)

An eBusiness model in which businesses sell products or services directly to individual end consumers.

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C2B (Consumer to Business)

An eBusiness model where individual consumers offer goods, services, or value directly to commercial entities.

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C2C (Consumer to Consumer)

An eBusiness model facilitating transactions directly between individual consumers, typically enabled by an online third-party platform.

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Distributor Model

A fundamental business model in which a firm purchases goods from sellers and resells them to buyers, using digital capabilities to offer broader selection and superior information.

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Creator Model

A fundamental business model where a firm designs and manufactures products from raw materials and components, bypassing middlemen to maximize margins.

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Extractor Model

A platform-based business model that provides free or subsidized services to engage users on one side while generating revenue from buyers or advertisers on the other side.

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Broker Model

A fundamental business model that facilitates matches between buyers and sellers for products, services, or people without taking title or holding inventory.

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Metcalfe's Law

A mathematical formulation stating that the total value or potential connections of a network with nn nodes is equal to n(n−1)2\frac{n(n-1)}{2}.

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Network Effects

Also called network externalities; a condition where the value of a product or service to a user increases automatically as the total number of participants on the network grows.

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Same-Side (Direct) Network Effect

A network effect where user value on a specific side of a platform changes based on the number of other users on that exact same side.

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Cross-Side (Indirect) Network Effect

A network effect where user value on one side of a platform changes based on the number of participants on the opposite side of the platform.

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Winner-Take-All (WTA) Market

A market environment influenced by strong positive network effects where a single dominant platform captures almost the entire market share, leaving competitors with little to nothing.

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Multi-Homing Costs

The economic, operational, or effort-based costs incurred by users when simultaneously maintaining active participation across multiple competing platforms.