E-BUSINESS DEFINITIONS: (SOURCED FROM QUIZLET)

Electronic commerce: the process of buying, selling, or exchanging products, services or information via computer.

E-business: a broader definition of electric commerce that includes not just the buying and selling of goods and services, but also servicing customers, collaborating with business partners and conducting electronic transactions within an organization.

Electronic commerce’s form depends on: the degree of digitalization.

Degree of digitalization:

  1. ordering system
  2. processing
  3. shipment

Traditional commerce: all three dimensions are physical.

EC (Electronic commerce): all three dimensions are digital.

Brick and mortar (old economy) organizations: perform their primary business offline, selling physical products by means of physical agents.

Virtual (pure play) organisation: conduct their business activities solely online.

Click-and-mortar (click and brick) organisation: conduct some e-commerce activities, usually as an additional marketing channel e.g Walmart, target.

Electronic market (e-marketplace): an online marketplace where buyers and sellers meet to exchange goods, services, money or information.

Intranet: INTERNAL corporate or government network that uses intern tools, such as web browsers and internet protocols.

Extranet: a network that uses the internet to link multiple intranets.

Business to business: e-commerce model in which all of the participants are businesses or other organizations. -90% of EC volume. E.g. dell bought parts, and sell it as a product to other businesses.

Business to consumer: e-commerce model in which businesses sell to individual shoppers.

E-tailing: online retailing, usually b2c-buy at amazon.

Business to business to consumer: e-commerce model in which a business provides some product or service to a client business that maintain is own customer. E.g. godiva–>wallmart–>customer.

Consumer to business: e-commerce model in which individuals use the internet to sell products or services to organizations or individuals who seek sellers to bid on product or services they need.

Intrabusiness EC: e-commerce category that includes all internal org activities that involve the exchange of goods, services, or information among various units and individuals in an organization

e.g. IT contact other department for more paper.

Business to employees: e-commerce model in which an organization delivers services, information, or products to its individual EMPLOYEES

-subset of intrabusiness category.

Mobile employees: field representatives or repair services that go to customers.

Consumer to consumer: e-commerce model in which consumers sell directly to other consumers.

Collaborative commerce: e-commerce model in which individuals or groups communicate or collaborate online. E.g. business partners design a product together.

E government: e-commerce model in which a government entity buys or provides good,services,or information from or to businesses or individual citizens.

F commerce: e-commerce activities conducted on facebook or influenced by the site.

Social computing: an approach aimed at making the human-computer interface more natural

>make socially produced information available to all includes blogs, mashups, instant messaging.

Web 2.0: the second generation of internet-based services that lets people collaborate and share information online in new ways, such as social networking sites, wikis, communication tools, and folksonomies.

Social network: a category of internet applications that help connect friends,business partners, or individuals with specific interest by providing free services such as photo presentation, e-mail, blogging and so on using a variety of tools.

-Composed of nodes (indv, groups, org) that are tied by one/more type of interdependencies (values,visions,ideas,friendship).

-Def: map of all relevant ties between the nodes.

Social networking service (SNS): a service that builds online communities by providing an online space for people to build free homepages that provides basic communication and support tools for conducting different activities in the social network

e.g. Facebook, youtube.

Social networking: execution of any web 2.0 activity, such as blogging and/or having a presence in social network.

Social commerce: the e-commerce activities conducted in social networks and/or by using social software (i.e. web 2.0 tools).

-dell sold 6.5 million computers on twitter.

Virtual world/metaverse: 3-D computer-based simulated env built and owned by its residents. people can create buildings, cars, clothes etc. user interacts via avatars

def: a user-defined world in which people can interact, play, and do business. Most publicized virtual world in Second Life.

Digital economy: an economy that is based o digital technologies, including digital communication networks( e.g. internet, intranet, extranets, and vans), computers, software and other related information technologies. Other name: internet economy, new economy, web economy.

Digital economy also refers to? Convergence of computing and communication, enables all types of info to be stored, processed, and transmitted over networks to many destinations worldwide.

How digital economy accelerates EC: -provide competitive advantage

-enable many innovations (new ones appear almost daily).

Digital enterprise: a new business model that uses IT in a fundamental way to accomplish one or more of three basic objectives.

-uses converged communication and computing technology in a way that imrpoves business processes.

Three objectives of firm using IT:

-reach and engage customers more effectively

-boost employee productivity

-improve operating efficiency.

Corporate portal: improve operating efficiency, a major gateway through which employees, business partners, and the public can enter a corporate website (to reach corp info and to communicate with the company).

Enterprise social network: business-oriented social network that is private, owned by corporations and operate inside them.

Critical response activities / solutions: business processes include competencies, activities and responses to the environmental pressure.

Business pressure:

1.market

  1. societal
  2. technological

Major capabilities of e-commerce:

1.set of capabilities

  1. technological developments.

Major capabilities that contribute to EC growth:

  1. global reach
  2. anytime, anywhere convenience
  3. easy to find product/vendor info
  4. productivity booster
  5. knowledge, advice, collaboration
  6. rich media entertainment, social networking
  7. personalization, customization
  8. price comparison for customers
  9. fast dissemination of information
  10. efficient transactions.

Business model: a method of doing business by which a company can generate revenue to sustain itself.

-how it created was enabled by EC

-spell out where the company is positioned in the value chain (by what activities the company adds value to the product/service it supplies.

Value chain: series of value-adding activities that an organization performs to achieve its goals such as making profit at various stages of the production process.

How the company will generate revenue: with the use of revenue model.

Describe the process the company will use to gain revenue: use of business model.

Value proposition: the benefits a company can derive from using EC

-important part of the marketing plan of any product/service.

Complementarities: bundling some goods and services together to provide more value than from offering them separately.

Novelty: creates value through innovative ways for structuring transactions, connecting partners, and fostering new markets.

Tendering(bidding) system / reverse auction: model in which a buyer requests would-be sellers to submit bids: the lowest bidder wins.

-used by larger org buyers to make a large-volume purchase.

Ethics: the branch of philosophy that deals with what is considered to be right and wrong.

Information ethics: relates to standards of right and wrong in information technology and EC practices.

Electronic commerce: the process of buying, selling, or exchanging products, services or information via computer.

E-business: a broader definition of electric commerce that includes not just the buying and selling of goods and services, but also servicing customers, collaborating with business partners and conducting electronic transactions within an organization.

Electronic commerce’s form depends on: the degree of digitalization.

Degree of digitalization:

  1. ordering system
  2. processing
  3. shipment

Traditional commerce: all three dimensions are physical.

EC (Electronic commerce): all three dimensions are digital.

Brick and mortar (old economy) organizations: perform their primary business offline, selling physical products by means of physical agents.

Virtual (pure play) organisation: conduct their business activities solely online.

Click-and-mortar (click and brick) organisation: conduct some e-commerce activities, usually as an additional marketing channel e.g Walmart, target.

Electronic market (e-marketplace): an online marketplace where buyers and sellers meet to exchange goods, services, money or information.

Intranet: INTERNAL corporate or government network that uses intern tools, such as web browsers and internet protocols.

Extranet: a network that uses the internet to link multiple intranets.

Business to business: e-commerce model in which all of the participants are businesses or other organizations. -90% of EC volume. E.g. dell bought parts, and sell it as a product to other businesses.

Business to consumer: e-commerce model in which businesses sell to individual shoppers.

E-tailing: online retailing, usually b2c-buy at amazon.

Business to business to consumer: e-commerce model in which a business provides some product or service to a client business that maintain is own customer. E.g. Godiva–>Walmart–>customer.

Consumer to business: e-commerce model in which individuals use the internet to sell products or services to organizations or individuals who seek sellers to bid on product or services they need.

Intra-business EC: e-commerce category that includes all internal org activities that involve the exchange of goods, services, or information among various units and individuals in an organization

e.g. IT contact other department for more paper.

Business to employees: e-commerce model in which an organization delivers services, information, or products to its individual EMPLOYEES

-subset of intrabusiness category.

Mobile employees: field representatives or repair services that go to customers.

Consumer to consumer: e-commerce model in which consumers sell directly to other consumers.

Collaborative commerce: e-commerce model in which individuals or groups communicate or collaborate online. E.g. business partners design a product together.

E government: e-commerce model in which a government entity buys or provides good,services,or information from or to businesses or individual citizens.

F commerce: e-commerce activities conducted on facebook or influenced by the site.

Social computing: an approach aimed at making the human-computer interface more natural

>make socially produced information available to all includes blogs, mashups, instant messaging.

Web 2.0: the second generation of internet-based services that lets people collaborate and share information online in new ways, such as social networking sites, wikis, communication tools, and folksonomies.

Social network: a category of internet applications that help connect friends,business partners, or individuals with specific interest by providing free services such as photo presentation, e-mail, blogging and so on using a variety of tools.

-Composed of nodes (indv, groups, org) that are tied by one/more type of interdependencies (values,visions,ideas,friendship).

-Def: map of all relevant ties between the nodes.

Social networking service (SNS): a service that builds online communities by providing an online space for people to build free homepages that provides basic communication and support tools for conducting different activities in the social network

e.g. Facebook, youtube.

Social networking: execution of any web 2.0 activity, such as blogging and/or having a presence in social network.

Social commerce: the e-commerce activities conducted in social networks and/or by using social software (i.e. web 2.0 tools).

-dell sold 6.5 million computers on twitter.

Virtual world/metaverse: 3-D computer-based simulated env built and owned by its residents. people can create buildings, cars, clothes etc. user interacts via avatars

def: a user-defined world in which people can interact, play, and do business. Most publicized virtual world in Second Life.

Digital economy: an economy that is based o digital technologies, including digital communication networks( e.g. internet, intranet, extranets, and vans), computers, software and other related information technologies. Other name: internet economy, new economy, web economy.

Digital economy also refers to? Convergence of computing and communication, enables all types of info to be stored, processed, and transmitted over networks to many destinations worldwide.

How digital economy accelerates EC: -provide competitive advantage

-enable many innovations (new ones appear almost daily).

Digital enterprise: a new business model that uses IT in a fundamental way to accomplish one or more of three basic objectives.

-uses converged communication and computing technology in a way that imrpoves business processes.

Three objectives of firm using IT:

-reach and engage customers more effectively

-boost employee productivity

-improve operating efficiency.

Corporate portal: improve operating efficiency, a major gateway through which employees, business partners, and the public can enter a corporate website (to reach corp info and to communicate with the company).

Enterprise social network: business-oriented social network that is private, owned by corporations and operate inside them.

Critical response activities / solutions: business processes include competencies, activities and responses to the environmental pressure.

Business pressure:

1.market

  1. societal
  2. technological

Major capabilities of e-commerce:

1.set of capabilities

  1. technological developments.

Major capabilities that contribute to EC growth:

  1. global reach
  2. anytime, anywhere convenience
  3. easy to find product/vendor info
  4. productivity booster
  5. knowledge, advice, collaboration
  6. rich media entertainment, social networking
  7. personalization, customization
  8. price comparison for customers
  9. fast dissemination of information
  10. efficient transactions.

Business model: a method of doing business by which a company can generate revenue to sustain itself.

-how it created was enabled by EC

-spell out where the company is positioned in the value chain (by what activities the company adds value to the product/service it supplies.

Value chain: series of value-adding activities that an organization performs to achieve its goals such as making profit at various stages of the production process.

How the company will generate revenue: with the use of revenue model.

Describe the process the company will use to gain revenue: use of business model.

Value proposition: the benefits a company can derive from using EC

-important part of the marketing plan of any product/service.

Complementarities: bundling some goods and services together to provide more value than from offering them separately.

Novelty: creates value through innovative ways for structuring transactions, connecting partners, and fostering new markets.

Tendering(bidding) system / reverse auction: model in which a buyer requests would-be sellers to submit bids: the lowest bidder wins.

-used by larger org buyers to make a large-volume purchase.

Ethics: the branch of philosophy that deals with what is considered to be right and wrong.

Information ethics: relates to standards of right and wrong in information technology and EC practices.

Electronic commerce: the process of buying, selling, or exchanging products, services or information via computer.

E-business: a broader definition of electric commerce that includes not just the buying and selling of goods and services, but also servicing customers, collaborating with business partners and conducting electronic transactions within an organization.

Electronic commerce’s form depends on: the degree of digitalization.

Degree of digitalization:

  1. ordering system
  2. processing
  3. shipment

Traditional commerce: all three dimensions are physical.

EC (Electronic commerce): all three dimensions are digital.

Brick and mortar (old economy) organizations: perform their primary business offline, selling physical products by means of physical agents.

Virtual (pure play) organisation: conduct their business activities solely online.

Click-and-mortar (click and brick) organisation: conduct some e-commerce activities, usually as an additional marketing channel e.g Walmart, target.

Electronic market (e-marketplace): an online marketplace where buyers and sellers meet to exchange goods, services, money or information.

Intranet: INTERNAL corporate or government network that uses intern tools, such as web browsers and internet protocols.

Extranet: a network that uses the internet to link multiple intranets.

Business to business: e-commerce model in which all of the participants are businesses or other organizations. -90% of EC volume. E.g. dell bought parts, and sell it as a product to other businesses.

Business to consumer: e-commerce model in which businesses sell to individual shoppers.

E-tailing: online retailing, usually b2c-buy at amazon.

Business to business to consumer: e-commerce model in which a business provides some product or service to a client business that maintain is own customer. E.g. godiva–>wallmart–>customer.

Consumer to business: e-commerce model in which individuals use the internet to sell products or services to organizations or individuals who seek sellers to bid on product or services they need.

Intrabusiness EC: e-commerce category that includes all internal org activities that involve the exchange of goods, services, or information among various units and individuals in an organization

e.g. IT contact other department for more paper.

Business to employees: e-commerce model in which an organization delivers services, information, or products to its individual EMPLOYEES

-subset of intrabusiness category.

Mobile employees: field representatives or repair services that go to customers.

Consumer to consumer: e-commerce model in which consumers sell directly to other consumers.

Collaborative commerce: e-commerce model in which individuals or groups communicate or collaborate online. E.g. business partners design a product together.

E government: e-commerce model in which a government entity buys or provides good,services,or information from or to businesses or individual citizens.

F commerce: e-commerce activities conducted on facebook or influenced by the site.

Social computing: an approach aimed at making the human-computer interface more natural

>make socially produced information available to all includes blogs, mashups, instant messaging.

Web 2.0: the second generation of internet-based services that lets people collaborate and share information online in new ways, such as social networking sites, wikis, communication tools, and folksonomies.

Social network: a category of internet applications that help connect friends,business partners, or individuals with specific interest by providing free services such as photo presentation, e-mail, blogging and so on using a variety of tools.

-Composed of nodes (indv, groups, org) that are tied by one/more type of interdependencies (values,visions,ideas,friendship).

-Def: map of all relevant ties between the nodes.

Social networking service (SNS): a service that builds online communities by providing an online space for people to build free homepages that provides basic communication and support tools for conducting different activities in the social network

e.g. Facebook, youtube.

Social networking: execution of any web 2.0 activity, such as blogging and/or having a presence in social network.

Social commerce: the e-commerce activities conducted in social networks and/or by using social software (i.e. web 2.0 tools).

-dell sold 6.5 million computers on twitter.

Virtual world/metaverse: 3-D computer-based simulated env built and owned by its residents. people can create buildings, cars, clothes etc. user interacts via avatars

def: a user-defined world in which people can interact, play, and do business. Most publicized virtual world in Second Life.

Digital economy: an economy that is based o digital technologies, including digital communication networks( e.g. internet, intranet, extranets, and vans), computers, software and other related information technologies. Other name: internet economy, new economy, web economy.

Digital economy also refers to? Convergence of computing and communication, enables all types of info to be stored, processed, and transmitted over networks to many destinations worldwide.

How digital economy accelerates EC: -provide competitive advantage

-enable many innovations (new ones appear almost daily).

Digital enterprise: a new business model that uses IT in a fundamental way to accomplish one or more of three basic objectives.

-uses converged communication and computing technology in a way that imrpoves business processes.

Three objectives of firm using IT:

-reach and engage customers more effectively

-boost employee productivity

-improve operating efficiency.

Corporate portal: improve operating efficiency, a major gateway through which employees, business partners, and the public can enter a corporate website (to reach corp info and to communicate with the company).

Enterprise social network: business-oriented social network that is private, owned by corporations and operate inside them.

Critical response activities / solutions: business processes include competencies, activities and responses to the environmental pressure.

Business pressure:

1.market

  1. societal
  2. technological

Major capabilities of e-commerce:

1.set of capabilities

  1. technological developments.

Major capabilities that contribute to EC growth:

  1. global reach
  2. anytime, anywhere convenience
  3. easy to find product/vendor info
  4. productivity booster
  5. knowledge, advice, collaboration
  6. rich media entertainment, social networking
  7. personalization, customization
  8. price comparison for customers
  9. fast dissemination of information
  10. efficient transactions.

Business model: a method of doing business by which a company can generate revenue to sustain itself.

-how it created was enabled by EC

-spell out where the company is positioned in the value chain (by what activities the company adds value to the product/service it supplies.

Value chain: series of value-adding activities that an organization performs to achieve its goals such as making profit at various stages of the production process.

How the company will generate revenue: with the use of revenue model.

Describe the process the company will use to gain revenue: use of business model.

Value proposition: the benefits a company can derive from using EC

-important part of the marketing plan of any product/service.

Complementarities: bundling some goods and services together to provide more value than from offering them separately.

Novelty: creates value through innovative ways for structuring transactions, connecting partners, and fostering new markets.

Tendering(bidding) system / reverse auction: model in which a buyer requests would-be sellers to submit bids: the lowest bidder wins.

-used by larger org buyers to make a large-volume purchase.

Ethics: the branch of philosophy that deals with what is considered to be right and wrong.

Information ethics: relates to standards of right and wrong in information technology and EC practices.