Chapter 10: E-Commerce: Digital Markets, Digital Goods Flashcards Preview

Computer Information Systems 5620 > Chapter 10: E-Commerce: Digital Markets, Digital Goods > Flashcards

Flashcards in Chapter 10: E-Commerce: Digital Markets, Digital Goods Deck (59)
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1

Advertising Revenue Model

Web site generating revenue by attracting a large audience.

2

Affiliate Revenue Model

An e-commerce revenue model in which Web sites are paid as "affiliates" for sending their visitors to other sites in return for a referral fee.

3

Behavioral Targeting

Tracking the click-streams (history of clicking behavior) of individuals across multiple Web sites for the purpose of understanding their interests and intentions, and exposing them to advertisements which are uniquely suited to their interests.

4

Business-To-Business (B2B)

Electronic sales of goods and services among businesses.

5

Business-To-Consumer (B2C)

Electronic retailing of products and services directly to individual consumers.

6

Co-Location

A kind of Web site hosting in which firm purchase or rent a physical server computer at a hosting company's location in order to operate a Web site.

7

Community Providers

A Web site business model that creates a digital online environment where people with similar interests can transact (buy and sell goods); share interests, photos, videos; communicate with like-minded people; receive interest-related information; and even play out fantasies by adopting online personalities called avatars.

8

Consumer-To-Consumer (C2C)

Electronic commerce; consumers selling goods and services electronically to other consumers.

9

Cost Transparency

The ability of consumers to discover the actual costs merchants pay products.

10

Crowdsourcing

Using large Internet audiences for advice, market feedback, new ideas and solutions to business problems. Related to the 'wisdom of crowds' theory.

11

Customization

The modification of a software package to meet an organization's unique requirements without destroying the package software's integrity.

12

Digital Goods

Goods that can be delivered over a digital network.

13

Direct Goods

Goods used in a production process, such as sheet steel for auto body production.

14

Disintermedation

The removal of organizations or business process layers responsible for certain intermediary steps in a value chain.

15

Dynamic Pricing

Pricing of items based on real-time interactions between buyers and sellers that determine what an item is worth at any particular moment.

16

Electronic Data Interchange (EDI)

The direct computer-to-computer exchange between two organizations of standard business transactions, such as orders, shipment instructions, or payments.

17

E-Tailer

Online retail stores from the giant Amazon to tiny local stores that have Web sites where retail goods are sold.

18

Exchanges

Third-party Net marketplace that is primarily transaction oriented and that connects many buyers and suppliers for spot purchasing.

19

Free/Freemium Revenue Model

Am e-commerce revenue model in which a firm offers basic services or content for free, while charging a premium for advanced or high value features.

20

Geoadvertising

Delivering ads to users based on their GPS location.

21

Geoinformation Services

Information on local places and things based on the GPS position of the user.

22

Geosocial Services

Social networking based on the GPS location of users.

23

Indirect Goods

All other goods not directly involved in the production process, such as office suppliers or products for maintenance and repair.

24

Information Asymmetry

Situation where the relative bargaining power of two parties in a transaction is determined by one party in the transaction possessing more information essential to the transaction than the other party.

25

Informational Density

The total amount and quality of information available to all market participants, consumers, and merchants.

26

Intellectual Property

Intangible property created by individuals or corporations that is subject to protections under trade secret, copyright, and patent law.

27

Location-Based Services

GPS map services available on smartphones.

28

Long Tail Marketing

Refers to the ability of firms to profitably market goods to very small online audiences, largely because of the lower costs of reaching very small market segments (people who fall into the long tail ends of a Bell curve).

29

Market Creator

An e-commerce business model in which firms provide a digital online environment where buyers and sellers can meet, search for products, and engage in transactions.

30

Market Entry Costs

The cost merchants must pay to bring their goods to market.