E-commerce Lecture Notes

0.0(0)
studied byStudied by 0 people
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
Card Sorting

1/21

flashcard set

Earn XP

Description and Tags

Flashcards for reviewing key concepts in E-commerce.

Study Analytics
Name
Mastery
Learn
Test
Matching
Spaced

No study sessions yet.

22 Terms

1
New cards

Why study E-commerce?

Rapidly growing, Global impact, Hands-on Experience, and Career Versatility

2
New cards

What is E-Business?

Digital enabling of transactions and processes within a firm, involving information systems under firm’s control. Does not include commercial transactions involving an exchange of value across organizational boundaries

3
New cards

Mobile Platform

Technology is available anytime and everywhere

4
New cards

Cloud Computing

Delivery of computing services (storage, processing power, software). Allows businesses to scale on-demand without owning physical infrastructure

5
New cards

Internet of Things

Devices are connected and exchange data; physical objects that use the internet

6
New cards

Big Data

Vast amount of structured and unstructured data generated through digital actions

7
New cards

Blockchain

Decentralized and secure ledger technology that records transactions

8
New cards

Web3

Decentralized internet that leverages blockchain technology – Users have more control

9
New cards

Ubiquity is…

Technology is available anytime and everywhere

10
New cards

Global reach is…

Reaches across geographical boundaries

11
New cards

Universal Standards are…

Same technical standards for conducting e-commerce

12
New cards

Richness in the context of e-commerce is…

Communication can be more complex and contain more information

13
New cards

Interactivity is…

Two-way communication between parties

14
New cards

Information density is…

Information costs are reduced and quality is increased

15
New cards

Personalization/customization is…

Content can be tailored to the user’s needs

16
New cards

Social Technology is…

Technology supports user-generated content, user interaction, and collaboration

17
New cards

Business-to-consumer (B2C) is…

Businesses sell goods or services to consumers

18
New cards

Business-to-business (B2B) is…

Businesses sell goods or services to other businesses

19
New cards

Consumer-to-consumer (C2C) is…

Consumers trade goods or services with one another

20
New cards

Mobile e-commerce (M-commerce) is…

E-commerce enabled via mobile devices (smartphones or tablets)

21
New cards

Social E-commerce

E-commerce enabled by social networks

22
New cards

Local e-commerce

E-commerce aimed at engaging consumers based on their geographical location