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:     E-CommerceE-BusinessE\text{-Commerce} \subset E\text{-Business}     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 33 primary dimensions:

    1. Product (Physical or Digital).

    2. Process (Physical or Digital).

    3. Delivery (Physical or Digital).

  • Pure E-Commerce occurs when all 33 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:

      1. People: Buyers and Sellers.

      2. Public Policy: Laws and Privacy regulations.

      3. Technical Standards: Protocols.

      4. 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 24/724/7 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 3D3D 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 4G4G, 5G5G, 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.