Ebusiness
Biggest benefit of the internet: how it enables
organizations to perform business with anyone, anywhere, anytime.
· Ecommerce-
the buying and selling of goods and services over the internet.
- It
refers only to online transactions.
· Ebsuiness-
derived from the term Ecommerce. It is the conducting of business on the
internet, not only buying and selling, but also serving customers and
collaborating with business partners.
- Also refers to online exchanges if
information.
Ebusiness Models
· Ebusiness
Model- is an approach to conducting electronic business on the internet
- Takes place between two major
entities- business and consumers.
Business-to-business (B2B)
· Applies
to business buying from and selling to each other over the internet.
· Electronic
marketplaces represent a new wave in B2B ebusiness models.
· Electronic
marketplaces or emarketplaces- are interactive business communities providing a
central market space where multiple buyers and sellers can engage in business
activities.
- They represent
structures for conducting commercial exchange, consolidating supply chains, and
creating new sales channels.
Business-to-business Emarketplace Overview.
· Their
primary goal is to increase market efficiency by tightening and automating the
relationship between buyers and sellers.
· Existing
marketplaces allow access to various mechanisms in which to buy and sell almost
anything, from services to direct materials.
Business-to-consumer (B2C)
· Applies
to any business that sells its products or services to consumers over the
internet.
Eshop
· Sometimes
referred to as an estore or etailer. It is a
version of a retail store where customers can shop at any hour of the day
without leaving their home or office.
· These
online stores sell and support a variety of products and services.
· The
other online businesses channeling their goods and services via the internet
only, such as Amazon.com, are called pure plays.
Types of Businesses:
· Brick-and-mortar
business- a business that operates in a physical store without an internet
presence.
· Pure-play
(virtual) business- a business that operates on the internet only without a
physical store. Examples include Amazon.com and Expedia.com
· Click-and-mortar
business- a business that operates in a physical store and on the internet.
Examples include REI and Barnes and Noble.
Email
· Email-
consists of a number of eshops. It serves as a gateway through which
a visitor can access other eshops.
- It
may be generalized or specialized depending on the products offered by the
eshops it hosts.
- Eshops in
emails benefit from brand reinforcement and increased traffic as visiting one
shop on the email often leads to browsing “neighboring” shops.
Consumer-to-business (C2B)
· Applies
to any consumer that sells a product or service to a business over the
internet.
· An
example is Priceline.com where bidders (or customers) ser their prices for
items such as airline tickets or hotel rooms, and a seller decides whether to
supply them.
Consumer-to-consumer (C2C)
· Applies
to sites primarily offering goods and services to assist consumers interacting
with each other over the internet.
· The
internet’s most successful C2C online auction website, eBay, links like-minded
buyers and sellers for a small commission.
· C2C
online communities, or virtual communities, interact via email groups,
web-based discussion forums, or chat rooms.
Online auctions:
· Electronic
auction (eauction)- sellers and buyers solicit consecutive bids from each other
and prices are determined dynamically.
· Forward
auction- an auction that sellers use as a selling channel to many buyers and
the highest bid wins.
· Reverse
auction- an auction that buyers use to purchase a product or service, selecting
the seller with the lowest bid.
C2C Communities:
· Communities
of interest- people interact with each other on specific topics, such as
golfing and stamp collecting.
· Communities
of relations- people come together to share certain life experience, such as
cancer patients, senior citizens, and car enthusiasts.
· Communities
of fantasy- people participate in imaginary environments, such as fantasy
football teams and playing one-to-one with Michael Jordan.
Ebusiness Benefits and Challenges.
Ebusiness Benefits:
· Highly
Accessible- businesses can operate 24 hours a day, 7 days a week, and 365 days
a year.
· Increased
Customer Loyalty- additional channels to contact, respond to, and access
customers helps contribute to customer loyalty.
· Improved
Information Content- in the past, customers had to order catalogs or travel to
a physical facility before they could compare price and product attributes.
Electronic catalogs and web pages present customers with updated information in
real time about goods, services, and prices.
· Increased
Convenience- Ebusiness automates and improves many of the activities that make
up a buying experience.
· Increased
Global Reach- Business, both small and large, can reach new markets.
· Decreased
Cost- the cost of conducting business on the Internet is substantially less
than traditional forms of business communication.
Ebusiness Challenges:
· Protecting
Consumers- consumers must be protected against unsolicited goods and
communication, illegal or harmful goods, insufficient information about goods
or their suppliers, invasion of privacy, and cyberfraud.
· Leveraging
Existing Systems- most companies already use information technology to
conduct business in non-Internet environments, such as marketing, order
management, billing, inventory, distribution, and customer service. The
internet represents an alternative and complementary way to do business, but it
is imperative that ebusiness systems integrate existing sytsems in a manner
that avoids duplicating functionality and maintains usability, performance, and
reliability.
· Increasing
Liability- Ebsuiness exposes suppliers to unknown liabilities because
internet commerce law is vaguely defined and differs from country to country.
The internet and its use in ebusiness have raised many ethical, social, and
political issues, such as identity theft and information manipulation.
· Providing
Security- The internet provides universal access, but companies must
protect their assets against accidental or malicious misuse. System security,
however, must not create prohibitive complexity or reduce flexibility. Customer
information also needs to be protected from internal and external misuse.
Privacy systems should safeguard the personal information critical to building
sites that satisfy customer and business needs. A serious deficiency arises
from the use of the internet as a marketing means. Sixty percent of internet
users do not trust the internet as a payment channel. Making purchases via the
internet is considered unsafe by many. The issue affects both the business and
the consumer. However, with encryption and the development of secure websites,
security is becoming less of a constraint for ebusinesses.
· Adhering
to Taxation Rules- the internet is not yet subject to the same level
of taxation as traditional businesses. While taxation should not discourage
consumers from using electronic purchasing channels, it should not favor
internet purchases over store purchases either. Instead, a tax policy should
provide a level playing field for traditional retail businesses, mail-order
companies, and internet-based merchants. The internet marketplace is rapidly
expanding, yet it remains mostly free from traditional forms of taxation. In
one recent study, uncollected state and local sales taxes from ebusiness were
projected to exceed $60 billion in 2008.
Mashups
· Web
mashup- a website or web application that uses content from more than one
source to create a completely new service.
· The
web version of a mashup allows users to mix map data, photos, video, news
feeds, blog entries and so on.
· Application
Programming Interface (API)- set of routines, protocols, and tools for building
software applications. A good API makes it easier to develop a program by
providing all the building blocks.
· Mashup
editors- they are WYSIWYGs (What You See Is What You Get) for mashups. They
provide a visual interface to build a mashup, often allowing the user to drag
and drop data points into a web application.
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