E-Commerce Summary

E-Commerce

Defining E-Commerce

  • E-business: All activities a company performs in selling and buying products and services using computers and communication technologies.
  • E-commerce: Buying and selling goods and services over the Internet.

Value Chain and E-Commerce

  • Value chain: Series of activities designed to meet business needs by adding value in each phase of the process.
  • Primary activities: Inbound logistics, operations, outbound logistics, marketing and sales, and service.
  • E-commerce enhances a value chain by offering new ways to reduce costs or improve operations.

E-Commerce vs. Traditional Commerce

  • Click-and-brick e-commerce: Mixes traditional commerce and e-commerce, capitalizing on the advantages of online interaction with customers while retaining the benefits of having a physical store location.

Advantages and Disadvantages of E-Commerce

  • Advantages: Enhances relationships, creates price transparency, operates globally, gathers customer information, increases customer involvement and flexibility, improves service, reduces costs.
  • Disadvantages: Bandwidth issues, security and privacy concerns, accessibility, and acceptance.

E-Commerce Business Models

  • Merchant: Transfers the old retail model to e-commerce.
  • Brokerage: Brings sellers and buyers together and collects commissions.
  • Advertising: Uses free content supported by ads.
  • Mixed: Generates revenue from multiple sources.
  • Infomediary: Sells collected consumer and business information.
  • Subscription: Sells digital products or services.

Major Categories of E-Commerce

  • B2C: Business-to-consumer.
  • B2B: Business-to-business; includes EDI and EFT.
  • C2C: Consumer-to-consumer.
  • C2B: Consumer-to-business.
  • Government e-commerce: G2C, G2B, G2G, G2E.
  • Nonbusiness organizations: Universities and nonprofits using e-commerce.
  • Organizational/Intrabusiness: E-commerce activities within an organization.

B2C E-Commerce Cycle

  • Information sharing, ordering, payment, fulfillment, service and support.

B2C E-Commerce Evolution

  • Multichannel: Customer uses one unconnected channel for purchase.
  • Cross-channel: Customer uses several channels that complement each other.
  • Omnichannel: Integrates all channels for seamless communication.

B2B E-Commerce

  • Uses intranets, extranets, VPNs, EDI, and EFT.
  • Reduces delivery time and costs, improves communication and accuracy.

Major Models of B2B E-Commerce

  • Based on who controls the marketplace: seller, buyer, or intermediary.
  • Seller-Side Marketplace: Sellers create a common marketplace.
  • Buyer-Side Marketplace: Buyers invite sellers to bid.
  • Third-Party Exchange Marketplace: Not controlled by sellers or buyers; revenue from fees.
  • Trading Partner Agreements: Automate negotiating processes and enforce contracts.

Mobile and Voice-Based E-Commerce

  • M-commerce: Uses handheld devices for transactions.
  • Voice-based e-commerce: Uses voice recognition and text-to-speech technologies.

E-Commerce Supporting Technologies

  • Electronic payment systems, web marketing, mobile marketing, and search engine optimization.

Electronic Payment Systems

  • Electronic payment: Transaction where money is exchanged electronically.
  • Includes credit cards, debit cards, smart cards, e-cash, e-checks, digital wallets (e.g., PayPal, Venmo), and micropayments.

Web Marketing

  • Uses the Web to promote goods and services.

Mobile Marketing

  • Strategies include app-based, in-game, location-based, QR codes, mobile search ads, mobile image ads, SMS, and MMS.

Search Engine Optimization (SEO)

  • Improves website traffic volume or quality through higher search engine rankings.

Social Commerce

  • Influenced by social networks and online media.
  • Includes social networking sites, group buying platforms, peer-to-peer platforms, recommendation websites, participatory e-commerce, social advice, and user-curated shopping.

Hypersocial Organizations

  • Leverage social media to connect with customers and increase sales.
  • Key elements: members, content, member profiles, and transactions.
  • Four pillars: tribe vs. market segment, human-centric vs. company-centric, information channels vs. network channels, and social messiness vs. process hierarchy.

Social Media Information Systems (SMIS)

  • Support content sharing among members with components like hardware, software, people, procedures, app providers, user communities, and sponsors.