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E-COMMERCE
BUSINESS
APPLICATIONS
Submitted by :-
Mehak Jain (E-09)
Anuj Gupta (E-65)
Kartikay Khurana (E-67)
What is E-commerce ?
• ELECTRONIC COMMERCE, COMMONLY KNOWN
AS E-COMMERCE OR ECOMMERCE, IS TRADING IN
PRODUCTS OR SERVICES USING COMPUTER
NETWORKS, SUCH AS THE INTERNET.
• MODERN ELECTRONIC COMMERCE TYPICALLY
USES THE WORLD WIDE WEB(WWW) FOR AT
LEAST ONE PART OF THE TRANSACTION'S LIFE
CYCLE, ALTHOUGH IT MAY ALSO USE OTHER
TECHNOLOGIES SUCH AS E-MAIL.
Business Applications
• Ecommerce is fast taking place in the modern world as an alternative to
traditional commerce. Some of the commonly used business applications of
ecommerce are as follows :-
 Online shopping
 Online marketing/Online advertising
 Pretailing
 Group buying
 Online banking
 E-payment
 Digital distribution
• Online shopping (sometimes known as e-tail from "electronic retail" or e-shopping) is a form of ecommerce which
allows consumers to directly buy goods or services from a seller over the internet using a web browser.
• Alternative names are: e-web-store, e-shop, e-store, internet shop, web-shop, web-store, online store, online
storefront and virtual store.
• Mobile commerce (or m-commerce) describes purchasing from an online retailer's mobile optimized online site or
app.
• One can purchase almost anything online — starting with groceries and greeting cards to cell phones and ringtones
for the cell phones, everything can be purchased online.
• While most people still find it convenient to buy their groceries from the neighborhood shop, many people are
purchasing rail and air tickets over the internet. In addition, people and corporates as well, are also purchasing a
variety of services online — such as a broking service or job search service.
Online Shopping
Online Marketing
• Online Advertising, also called online marketing or internet advertising, is a form of
marketing and advertising which uses the internet to deliver promotional marketing
messages to consumers.
• Like other advertising media, online advertising frequently involves both a publisher,
who integrates advertisements into its online content, and an advertiser, who provides
the advertisements to be displayed on the publisher's content.
• Other potential participants include advertising agencies who help generate and place
the ad copy, an ad server which technologically delivers the ad and tracks statistics,
and advertising affiliates who do independent promotional work for the advertiser.
There are many methods which are used by organisations. These are :-
• Display advertising
• Web banner advertising
• Pop-ups/pop-unders
• Floating ad
• Trick banners
• Search engine marketing (SEM)
• Social media marketing
• Mobile advertising
• Online classified advertising
Online Marketing (cont.)
Pretailing
• Pretail (also referred to as pre-tail, pre-retail, or pre-commerce) is a sub-category
of ecommerce and online retail for introducing new products by first selling online,
sometimes in limited quantity, before release, realization, or commercial availability.
• Pretail includes pre-sale commerce, pre-order retailers, incubation marketplaces,
and crowdfunding communities. Retailers today are increasingly pre-tailing to test, scale,
and monetize consumer demand in the initial phase of the new commerce pipeline
• Consumers engaging in pretail activities are commonly referred to as an early
adopter, fan, backer, supporter, presumer and pre-launch consumer.
• As of 2014, pretail is a fast growing trend found in all areas of demand-based retail: consumer
electronics, movies, music, video games, books, fashion, software, connected devices, cars, toys,
cosmetics, art, events, etc.
• This trend is being driven by companies to enhance new product development, better manage
product releases, and leverage early fan enthusiasm.
• Large companies such as Amazon and Apple are pre-tailing new products to measure demand,
manage supply chain market dynamics, and monetize fandom anticipation. Small companies are
embracing crowdfunding platforms before product realization to test product-market fit, fund
manufacturing, and build fandom community.
• Consumer involvement with products and services pre-launch is becoming mainstream according to
industry experts on consumer behavior trends.
Pretailing (cont.)
Group Buying
• Group buying, also known as collective buying, offers products and services at significantly reduced
prices on the condition that a minimum number of buyers would make the purchase. Origins of
group buying can be traced to china where team buying was executed to get discount prices from
retailer when a large group of people were willing to buy the same item.
• In recent times, group buying websites have emerged as a major player in online shopping
business. Typically, these websites feature a "deal of the day", with the deal kicking in once a set
number of people agree to buy the product or service.
• Buyers then print off a voucher to claim their discount at the retailer. Many of the group-buying
sites work by negotiating deals with local merchants and promising to deliver a higher foot count in
exchange for better prices.
Online Banking
• Online Banking (internet banking or e-banking) allows customers of a financial institution to conduct
financial transactions on a secure website operated by the institution, which can be a retail or virtual bank,
credit union or building society.
• To access a financial institution's online banking facility, a customer with internet access would need to
register with the institution for the service, and set up some password (under various names) for customer
verification.
• Online banking usually offers features such as:
• Up-to-date bank statements
• Bill payment
• Transfer of funds between the customer’s different accounts
• Loan applications
• Higher interest rates for savers because of lower costs
E-payment
• E-payment or electronic payment is any digital financial payment
transaction involving currency transfer between two or more parties
• Implementation of electronic payment systems is in its infancy and still
evolving.
• Electronic payments are far cheaper than the traditional method of
mailing out paper invoices and then processing payments received.
• Payment cards :- All types of plastic cards that consumers use to make purchases:
• Credit cards
• Debit cards
• Charge cards
• Electronic Cash :- A general term that describes the attempts of several
companies to create a value storage and exchange system that operates online in
much the same way that government-issued currency operates in the physical world.
• Smart card :- A smart card is a plastic card with an embedded microchip
containing information about you.
• Digital wallet :- Refers to an electronic device that allows an individual to
make electronic commerce transactions. This can include purchasing items on-line
with a computer or using a smartphone to purchase something at a store.
Digital Distribution
• Digital distribution (also called content delivery, online distribution, or electronic software
distribution) is the delivery or distribution of media content such as audio, video, software and video
games.
• The term is generally used to describe distribution over an online delivery medium, such as
the internet, thus bypassing physical distribution methods, such as paper, compact discs and dvds.
• The term online distribution is typically applied to freestanding products; downloadable add-ons for
other products are more commonly known as downloadable content.
• With the advancement of network bandwidth capabilities, online distribution became prominent in
the 2000s.
• The rise of online distribution has provided controversy for the traditional business models and
resulted in challenges as well as new opportunities for traditional retailers and publishers. Online
distribution affects all of the traditional media markets including music, press, and broadcasting.
THANK YOU

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Some E-commerce Applications

  • 1. E-COMMERCE BUSINESS APPLICATIONS Submitted by :- Mehak Jain (E-09) Anuj Gupta (E-65) Kartikay Khurana (E-67)
  • 2. What is E-commerce ? • ELECTRONIC COMMERCE, COMMONLY KNOWN AS E-COMMERCE OR ECOMMERCE, IS TRADING IN PRODUCTS OR SERVICES USING COMPUTER NETWORKS, SUCH AS THE INTERNET. • MODERN ELECTRONIC COMMERCE TYPICALLY USES THE WORLD WIDE WEB(WWW) FOR AT LEAST ONE PART OF THE TRANSACTION'S LIFE CYCLE, ALTHOUGH IT MAY ALSO USE OTHER TECHNOLOGIES SUCH AS E-MAIL.
  • 3. Business Applications • Ecommerce is fast taking place in the modern world as an alternative to traditional commerce. Some of the commonly used business applications of ecommerce are as follows :-  Online shopping  Online marketing/Online advertising  Pretailing  Group buying  Online banking  E-payment  Digital distribution
  • 4. • Online shopping (sometimes known as e-tail from "electronic retail" or e-shopping) is a form of ecommerce which allows consumers to directly buy goods or services from a seller over the internet using a web browser. • Alternative names are: e-web-store, e-shop, e-store, internet shop, web-shop, web-store, online store, online storefront and virtual store. • Mobile commerce (or m-commerce) describes purchasing from an online retailer's mobile optimized online site or app. • One can purchase almost anything online — starting with groceries and greeting cards to cell phones and ringtones for the cell phones, everything can be purchased online. • While most people still find it convenient to buy their groceries from the neighborhood shop, many people are purchasing rail and air tickets over the internet. In addition, people and corporates as well, are also purchasing a variety of services online — such as a broking service or job search service. Online Shopping
  • 5. Online Marketing • Online Advertising, also called online marketing or internet advertising, is a form of marketing and advertising which uses the internet to deliver promotional marketing messages to consumers. • Like other advertising media, online advertising frequently involves both a publisher, who integrates advertisements into its online content, and an advertiser, who provides the advertisements to be displayed on the publisher's content. • Other potential participants include advertising agencies who help generate and place the ad copy, an ad server which technologically delivers the ad and tracks statistics, and advertising affiliates who do independent promotional work for the advertiser.
  • 6. There are many methods which are used by organisations. These are :- • Display advertising • Web banner advertising • Pop-ups/pop-unders • Floating ad • Trick banners • Search engine marketing (SEM) • Social media marketing • Mobile advertising • Online classified advertising Online Marketing (cont.)
  • 7. Pretailing • Pretail (also referred to as pre-tail, pre-retail, or pre-commerce) is a sub-category of ecommerce and online retail for introducing new products by first selling online, sometimes in limited quantity, before release, realization, or commercial availability. • Pretail includes pre-sale commerce, pre-order retailers, incubation marketplaces, and crowdfunding communities. Retailers today are increasingly pre-tailing to test, scale, and monetize consumer demand in the initial phase of the new commerce pipeline • Consumers engaging in pretail activities are commonly referred to as an early adopter, fan, backer, supporter, presumer and pre-launch consumer.
  • 8. • As of 2014, pretail is a fast growing trend found in all areas of demand-based retail: consumer electronics, movies, music, video games, books, fashion, software, connected devices, cars, toys, cosmetics, art, events, etc. • This trend is being driven by companies to enhance new product development, better manage product releases, and leverage early fan enthusiasm. • Large companies such as Amazon and Apple are pre-tailing new products to measure demand, manage supply chain market dynamics, and monetize fandom anticipation. Small companies are embracing crowdfunding platforms before product realization to test product-market fit, fund manufacturing, and build fandom community. • Consumer involvement with products and services pre-launch is becoming mainstream according to industry experts on consumer behavior trends. Pretailing (cont.)
  • 9. Group Buying • Group buying, also known as collective buying, offers products and services at significantly reduced prices on the condition that a minimum number of buyers would make the purchase. Origins of group buying can be traced to china where team buying was executed to get discount prices from retailer when a large group of people were willing to buy the same item. • In recent times, group buying websites have emerged as a major player in online shopping business. Typically, these websites feature a "deal of the day", with the deal kicking in once a set number of people agree to buy the product or service. • Buyers then print off a voucher to claim their discount at the retailer. Many of the group-buying sites work by negotiating deals with local merchants and promising to deliver a higher foot count in exchange for better prices.
  • 10. Online Banking • Online Banking (internet banking or e-banking) allows customers of a financial institution to conduct financial transactions on a secure website operated by the institution, which can be a retail or virtual bank, credit union or building society. • To access a financial institution's online banking facility, a customer with internet access would need to register with the institution for the service, and set up some password (under various names) for customer verification. • Online banking usually offers features such as: • Up-to-date bank statements • Bill payment • Transfer of funds between the customer’s different accounts • Loan applications • Higher interest rates for savers because of lower costs
  • 11. E-payment • E-payment or electronic payment is any digital financial payment transaction involving currency transfer between two or more parties • Implementation of electronic payment systems is in its infancy and still evolving. • Electronic payments are far cheaper than the traditional method of mailing out paper invoices and then processing payments received.
  • 12. • Payment cards :- All types of plastic cards that consumers use to make purchases: • Credit cards • Debit cards • Charge cards • Electronic Cash :- A general term that describes the attempts of several companies to create a value storage and exchange system that operates online in much the same way that government-issued currency operates in the physical world. • Smart card :- A smart card is a plastic card with an embedded microchip containing information about you. • Digital wallet :- Refers to an electronic device that allows an individual to make electronic commerce transactions. This can include purchasing items on-line with a computer or using a smartphone to purchase something at a store.
  • 13. Digital Distribution • Digital distribution (also called content delivery, online distribution, or electronic software distribution) is the delivery or distribution of media content such as audio, video, software and video games. • The term is generally used to describe distribution over an online delivery medium, such as the internet, thus bypassing physical distribution methods, such as paper, compact discs and dvds. • The term online distribution is typically applied to freestanding products; downloadable add-ons for other products are more commonly known as downloadable content. • With the advancement of network bandwidth capabilities, online distribution became prominent in the 2000s. • The rise of online distribution has provided controversy for the traditional business models and resulted in challenges as well as new opportunities for traditional retailers and publishers. Online distribution affects all of the traditional media markets including music, press, and broadcasting.