Introduction to E-Commerce and M-Commerce Study Notes
E-Commerce and E-Business Fundamentals
Electronic Commerce (E-Commerce) is defined as the buying, selling, transferring, or exchanging of products, services, or information via computer networks, with a primary focus on the Internet.
The focus of E-Commerce is largely on external, customer-facing transactions.
Examples of E-Commerce include:
Purchasing a jacket on the Daraz platform.
Booking a flight ticket online through Buddha Air.
Electronic Business (E-Business) is a broader concept that encompasses E-Commerce (buying and selling goods online) but also includes:
Conducting internal business operations.
Serving customers.
Collaborating with business partners.
Managing electronic workflows within an enterprise.
The relationship between the two is defined by the following formula: This indicates that E-Commerce is a formal subset of E-Business.
Example of E-Business: A manufacturing plant that utilizes an integrated web system to track raw material inventory, coordinate supply chain logistics, and manage internal Human Resources (HR) functions.
Pure vs. Partial E-Commerce
Every commercial transaction consists of primary dimensions:
Product (Physical or Digital).
Process (Physical or Digital).
Delivery (Physical or Digital).
Pure E-Commerce occurs when all dimensions are entirely digital.
Examples: Purchasing a software license, downloading an eBook, or buying a gaming key online where the ordering, payment, and delivery all occur digitally.
Partial E-Commerce occurs when at least one of the three dimensions is physical.
Example: Ordering a physical pair of shoes on Daraz. Even if the ordering and payment processes are digital, the product itself and the delivery method are physical.
The E-Commerce Framework
The E-Commerce framework serves as the structural foundation necessary to build and support electronic transactions across an enterprise.
Structure of the Framework:
E-Commerce Applications: These sit at the top and include Online Banking, Shopping, Auctions, and Travel.
Supporting Pillars: These provide the necessary environment and include:
People: Buyers and Sellers.
Public Policy: Laws and Privacy regulations.
Technical Standards: Protocols.
Organizations: Partners.
Infrastructure: The base layer consisting of Hardware, Networks (Telecom, Wi-Fi), Software, and Web Servers.
Classifications of E-Commerce by Participant
Business-to-Consumer (B2C): Businesses selling directly to individual end-users. An example is Daraz selling a smartphone to a customer.
Business-to-Business (B2B): Transactions taking place between two business entities. An example is a textile mill selling raw fabric to a clothing factory.
Consumer-to-Consumer (C2C): Individual consumers selling directly to other consumers. An example is selling a used laptop on Hamrobazar.
Consumer-to-Business (C2B): Individuals offering products or services to organizations. An example is a freelance programmer selling custom scripts on Upwork.
Government-to-Citizen (G2C) / Citizen-to-Government (C2G): Government entities delivering digital services directly to citizens. Examples include paying vehicle revenue tax or renewing licenses via the Nagarik App.
Electronic Markets (E-Marketplaces)
An Electronic Market is a virtual platform where buyers and sellers meet online to exchange goods, services, or information.
Core Components of an E-Marketplace:
Buyers and Sellers.
Digital Catalogs.
Front-End Interface.
Back-End Logistics and Database.
Intermediaries, such as Payment Gateways.
Private E-Marketplace: This is owned and operated by a single company for its select network of buyers and suppliers.
Public E-Marketplace: These are B2B or B2C portals operated by third parties and are accessible to all buyers and sellers. Examples include Amazon and Alibaba.
Role of the Internet and Web in E-Commerce
Global Reach: The Internet eliminates geographical boundaries, which enables even small businesses to operate on a basis globally.
Operational Cost Reduction: Expenditures for physical storefronts are minimized, and processes like catalog updates and order processing are automated.
Interactivity and Personalization: The web facilitates rich multimedia experiences, such as previews, video demonstrations, and live chat, while allowing for personalized user journeys.
Benefits, Limitations, and Barriers of E-Commerce
Benefits for Businesses:
Reduced operational overhead.
Direct access to global markets.
Automated stock tracking.
Benefits for Consumers:
Anytime and anywhere shopping convenience.
Rapid price comparisons across different vendors.
Access to a broader product catalog.
Technical Limitations:
Server downtime occurring during traffic spikes.
Vulnerability to various cyber threats.
A lack of universal software standards.
Non-Technical Barriers:
Consumer fears regarding privacy.
The inability to physically inspect or touch products before purchase.
A lack of trust in online payment channels.
Social Networks and Social Commerce
Social Networks (SNS): These are virtual platforms designed specifically to connect users and build communities. Examples include Facebook, Instagram, and TikTok.
Social Commerce (S-Commerce): This is a subset of E-Commerce that leverages social media platforms to facilitate direct product browsing, marketing, and sales transactions. Examples include Facebook Marketplace and Instagram Shopping shops.
Mobile Commerce (M-Commerce)
Mobile Commerce relates to commercial transactions conducted specifically through wireless handheld devices like smartphones and tablets.
Key Attributes of M-Commerce:
Ubiquity: Services can be accessed anywhere and at any time without a desktop setup.
Personalization: Information is customized based on the user's profile and mobile habits.
Convenience and Speed: Users have instant access through specialized applications and contact-free QR payments.
Reachability: Direct, real-time push notifications can be sent to users at any time.
Location-Based Commerce (L-Commerce)
L-Commerce is a specialized segment of M-Commerce that delivers targeted products, services, or information based on the user's real-time physical location.
L-Commerce Infrastructure:
Location Tracking: Utilizing GPS, Wi-Fi, and Cell-Towers.
Wireless: Utilizing , , and generic Telecommunications.
Applications: Platforms such as Maps, Pathao, and Foodmandu.
Location-Based Services (LBS) and Applications:
Positioning Systems: These identify physical coordinates using GPS, Wi-Fi triangulation, or cell tower signals.
Navigation and Mapping: These systems calculate routes, distances, and monitor real-time traffic conditions.
Ride-Hailing Applications: Platforms like Pathao or InDrive that match users with nearby drivers.
On-Demand Logistics: Apps like Foodmandu that track the live positions of delivery riders on a map.
Geofenced Marketing: The practice of sending automated promotional messages when a user enters a designated geographical zone.