ITE-101_Week-15-Lesson
ITE-101_Week-15-Lesson
Electronic commerce applications started in the early 1970’s, with such innovation as electronic fund
transfers (EFT). However, only significant firms, financial institutions, and a few brave small businesses were
included in the applications. Then came EDI, which broadened the scope of transaction processing from financial to
other types and increased the number of participating businesses from financial institutions to manufacturers,
merchants, and services, among others. Then came a ton of more uses, like stock trading and reservation systems
for vacation. The phrase "electronic commerce" was established with the early 1990s commercialization of the
Internet and its quick expansion to millions of prospective consumers. C applications also grew quickly at this time.
The creation of networks, protocols, software, and standards was one factor in the technology's quick development.
The rise in competition and other commercial pressures is the additional factor.
• Ubiquity - Internet/Web technology is accessible anywhere, anytime, via mobile devices, including at work, at
home, and elsewhere. The boundaries of the market are no longer applicable, and it is no longer restricted by time
or place. There is now a "marketspace" where people may shop. Both customer convenience and shopping prices
are improved.
• Global Reach - The technology is applicable everywhere on Earth, spanning national borders. Cross-cultural and
cross-national commerce is possible without hindrance or change. Potentially billions of clients and millions of
companies are included in the term "marketspace" globally
• Universal Standards – There is just one set of technological norms, and those are the Internet norms. Around
the world, there is just one set of technical media standards.
• Richness – It is possible to send text, audio, and video communications. Each of them is incorporated into a single
marketing message and consumer experience.
• Interactivity – Through user contact, the technology functions. Customers participate in a conversation that
dynamically adapts the experience to each person and involves them in the process of getting products to market.
• Information Density - The technology improves information quality while lowering information expenses. Costs
associated with information processing, storage, and communication significantly decrease, but the currency,
accuracy, and timeliness significantly increase. Information becomes accessible, affordable, and reliable.
• Personalization/customization - The technology enables the delivery of tailored communications to both groups
and individuals. Based on individual traits, products and services are customized and marketing messages are
personalized.
Business-to-Business (B2B) is a kind of e-commerce that benefits companies. Purchases are a crucial B2B activity.
Purchasing differs from purchasing in that departments rather than lone people are engaged, official procedures are
followed, significant sums of money may be exchanged, and intricate discussions and contracts may be involved.
Advantages of B2B:
• Lower:
o purchasing costs
o sales costs
o marketing costs
• Reduced inventory
• Efficient logistics
• Lower cycle time
• Better customer support
Consumer-to-Consumer (C2C) is a sort of e-commerce where users sell to other customers directly. Examples
include people advertising in classified advertisements on websites like www.buyandsell.com.ph and selling homes,
vehicles, cell phones, and other items. Another example of C2C is selling knowledge and skills and marketing
personal services online. To promote goods for sale or services, some auction sites operate intranets and other
corporate internal networks.
Benefits of C2C:
• increased liquidity (products, services, advice)
• reduced search costs
Peer-to-Peer (P2P) is a kind of online commerce that connects people and enables them to share data and resources
without the usage of a central server. The difficulty with P2P companies is creating workable, ethical business
structures. P2P networks like Kazaa and Groove are examples.
Mobile Commerce is a subset of e-commerce that utilizes mobile phones and Palm devices for transactions. This has
mostly gained popularity in Japan and Europe, where it uses new wireless technology to supplement established
online business models. Phone-based 3G, Wi-Fi, and Bluetooth are the main technologies utilized in mobile
commerce. Even if this technology is a letdown in the US, it is always improving.