Chapter 5 - eCommerce

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43 Terms

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Sustaining Technologies

Maintain current rate of performance improvement of the products and services that use them (Ex. New Phone)

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Disruptive Technologies

Technology offers different set of attributes than what is currently used (Ex. AI)

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Two-Way Conversations

Allows for interaction between creator and users (Ex.Blog)

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Interactive User Experience

Websites are more like desktop apps (Ex. Gmail)

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User-Generated Content 

Users create the content itself (Ex. Youtube)

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Emergent Structures 

Info is organized by users through tagging and collaborative filtering

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Crowdsourcing

Obtaining ideas from a large group of people rather than employee

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Types of Crowdsourcing (4)

  • Knowledge Discovery

  • Distributed Human Intelligence Tracking

  • Broadcast Search

  • Peer-Vetted Creative Production

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Knowledge Discovery

Uses knowledge from public to source info (Ex. Wikipedia)

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Distributed Human Intelligence Tracking

Used for tasks where human intelligence is needed (Ex. Surveys)

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Broadcast Search

Focused on finding specialists outside organization (Ex. Kaggle)

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Peer-Vetted Creative Production

Where firms reach out to public for ideas

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Crowdsourcing Success Factors

  • Be Diverse

  • Be Decentralized

  • Be Independent

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Prediction Markets

Diverse crowd is polled, and their opinions form a forecast of an eventual outcome

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Sharing Economy

An economy where offerings are shared between individuals (Ex. AirBNB)

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The Mobile Platform

Use of smartphones, with apps as medium for accessing services and information

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Mobile Device Characteristics

  • Ubiquity - Access From Anywhere

  • Identifiability - Identify through SIM cards

  • Context Awareness - Use GPS

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Enablers of E-Commerce

  • Affordable Computing Equipment

  • Access to Internet

  • Ease of Use

  • Open Standards

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eCommerce

Buying & Selling of goods electronically over internet

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eBusiness

Use of IT to streamline business processes and operations

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Transaction Types

  • B2C (Ex. Online Retail)

  • B2B (Ex. Supplier - Manufacturer)

  • C2B (Ex. Freelancers)

  • C2C (Ex. Marketplace)

  • eGovernment 

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eGovernment

Digital transaction between government and business (Ex. Tax filing)

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Company Structures

  • Brick & Mortar 

  • Bricks & Clicks 

  • Pure Play

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Brick & Mortar 

Business with only physical location

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Bricks & Clicks 

Businesses operating both physically & online 

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Pure Play

Businesses operating solely online

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Business Model

Captures firms concept & value proposition

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Revenue Models

  • Pay For Service 

  • Subscription 

  • Advertisement Support

  • Affiliate

  • Freemium

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Pay For Service

Customers pay for product either at flat rate or based on usage

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Advertisement Support

Offers free content to consumers but with ads

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Affiliate

Business earns revenue from third parties based on traffic generated

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Dominant Business Models

  • Online Retailing

  • Infomediaries

  • Content Providers

  • Online Communities

  • Exchanges

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Online Retailing

Businesses sell products to consumers through eCommerce

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Infomediaries 

Provide specialized information, linking to online retailers without taking ownership of inventory

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Content Providers

Firms that create and publish a wide variety of content 

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Online Communities 

Foster user interaction and sharing 

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Exchanges 

Marketplace where buyers and sellers interact, facilitating transactions

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eCommerce Implications

  • Disintermediation

  • Reintermediation

  • Market Efficiency 

  • Channel Conflict 

  • Self-Service 

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Disintermediation

Cutting out intermediaries and selling D2C

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Reintermediation

Creating new intermediaries (Ex. Expedia)

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Market Efficiency

Reduced search costs make it harder for companies to profit

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Channel Conflict

Conflict when choosing between disintermediation and reintermediation

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Self-Service

Empowerment of employees and customers to perform tasks independently