MIS: Exam 3 - Ch 10 Flashcards

1
Q

Term: The web is available anywhere/anytime

A

Ubiquity

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2
Q

Term: commerce across cultural and national boundaries

A

Global Reach

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3
Q

Term: technology standards enabled connectivity

A

Universal Standards

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4
Q

Term: audio, video and text enhance marketing messages

A

Richness

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5
Q

Term: two-way interaction, engaging consumers in dialog

A

Interactivity

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6
Q

Term: increased amount and quality of information, greater price/cost transparency, enables price discrimination

A

Information Density

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7
Q

Term: modification of messages and goods

A

Personalization/Customization

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8
Q

Term: promotes user content creation and distribution

A

Social Technology

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9
Q

E-Commerce’s Unique Features

A

Ubiquity, Global Reach, Universal Standards, Richness, Interactivity, Information Density, Personalization/Customization, and Social Technology

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10
Q

Digital Markets Reduce: one party in a transaction having more information related to the transaction. (transparency, ex. Cars)

A

Information Asymmetry

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11
Q

Digital Markets Reduce: merchants costs of changing prices.

A

Menu Costs

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12
Q

Digital Markets Enable: price of a product varies depending on demand characteristics of the customer or supply situation of seller.

A

Dynamic Pricing

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13
Q

Digital Markets Reduce: The cost of participating in a market

A

Transaction Costs

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14
Q

Digital Markets Reduce: The effort required to find suitable products

A

Search Costs

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15
Q

Digital Markets Enable: Selling the same goods, or nearly the same goods, to different target groups at different prices.

A

Price Discrimination

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16
Q

Digital Markets Enable: Removal of layers responsible for intermediary steps in a value chain

A

Disintermediation

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17
Q

Term: are delivered electronically, cost of producing first unit is almost the entire cost of product. Marginal costs is virtually zero.

A

Digital goods

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18
Q

Types of E-Commerce

A

Business-to-consumer (B2C), Business-to-business (B2B), Consumer-to-consumer (C2C), Mobile e-commerce (m-commerce)

19
Q

E-Commerce Business Models: Sells physical products directly to consumers or to individual businesses

A

E-tailer

20
Q

E-Commerce Business Models: Saves users money and time by processing online sales transactions and generating a fee each time a transaction occurs.

A

Transaction Broker

21
Q

E-Commerce Business Models: Provides digital environment where buyers and sellers can meet, search for products, display products, and establish prices for them. Can serve consumers or B2B e-commerce, generating revenue from transaction fees.

A

Market Creator

22
Q

E-Commerce Business Models: Creates revenue by providing digital content, such as news, music, photos, or video, over the Web. Customer may pay to access the content or revenue may be generated by selling advertising space.

A

Content Provider

23
Q

E-Commerce Business Models: Provides an online meeting place where people with similar interests can communicate and find useful information.

A

Community Provider

24
Q

E-Commerce Business Models: Provides initial point of entry to the Web along with specialized content and other services.

A

Portal

25
Q

E-Commerce Business Models: Provides Web 2.0 applications such as photo sharing, video sharing, and user-generated content as services. Provides other services such as online data storage and backup.

A

Service Provider

26
Q

6 E-Commerce Revenue Models:

A

Advertising, Sales, Subscription, Free/Freemium, Transaction Fee, Affiliate

27
Q

E-Commerce Revenue Models: Attract a large audience and advertise to them. Most widely used model in e-commerce, aids in providing “free” content to users. (98% of Google’s revenue)

A

Advertising

28
Q

E-Commerce Revenue Models: Amazon.com, Micropayments systems

A

Sales

29
Q

E-Commerce Revenue Models: Netflix, Hulu, Xbox, Match.com, Ancestry.com

A

Subscription

30
Q

E-Commerce Revenue Models: Google, Pandora, Dropbox, Apple iCloud

A

Free/Freemium

31
Q

E-Commerce Revenue Models: eBay, eTrade, Amazon Seller

A

Transaction Fee

32
Q

E-Commerce Revenue Models: Referrals, Community Site, Bloggers, etc.

A

Affiliate

33
Q

Most popular Web 2.0 service

A

social networking

34
Q

Term: Use of websites featuring user-created web pages to share knowledge about items of interest to other shoppers. (Swap Shopping ideas with friends)

A

Social Shopping

35
Q

Using large internet audiences for advice, market feedback, new ideas and solutions to business problems. (related to “wisdom of crowds” theory)

A

Crowd Sourcing

36
Q

The belief that large numbers of people can make better decisions about a wide range of topics or products than a single person or even a small committee of experts. (sum of the whole system is greater than the sum of its parts)

A

Wisdom of Crowds

37
Q

E-Commerce Marketing: Ability to market goods and services to very small online audiences, due to reduced costs of reaching those small market segments. (tails of a bell curve)

A

Long tail marketing

38
Q

E-Commerce Marketing: Tracking online behavior (click-streams) of individuals on thousands of sites to better understand their interests and intentions

A

Behavioral targeting

39
Q

search engine marketing, display ads, rich media, and e-mail are all

A

Advertising formats

40
Q

Business-to-business e-commerce: Computer-to-computer exchange of standard transactions

A

Electronic data interchange (EDI)

41
Q

Business-to-business e-commerce: Large firm using extranet to link to its suppliers, distributors and other key business partners. Owned by buyer and Permits sharing of: Product design and development, Marketing, Production scheduling and inventory management, Unstructured communication (graphics and e-mail)

A

Private industry networks (private exchanges)

42
Q

Business-to-business e-commerce: Single market for many buyers and sellers
Industry-owned or owned by independent intermediary
Generate revenue from transaction fees, other services
Use prices established through negotiation, auction, RFQs, or fixed prices
May focus on direct or indirect goods
May be vertical or horizontal marketplaces

A

Net marketplaces (e-hubs)

43
Q

Business-to-business e-commerce: Independently owned third-party Net marketplaces. Connect thousands of suppliers and buyers for spot purchasing. Typically provide vertical markets for direct goods for single industry (food, electronics)

A

Exchanges (third-party owned)