Chapter 10
Chapter 10
E-Commerce: Digital
Markets, Digital Goods
LEARNING OBJECTIVES
• E-commerce:
• Digitally enabled commercial transactions between and
among organizations and individuals, primarily over
Internet
• Began in 1995 with Netscape.com’s acceptance of ads
• Rapid growth led to dot-com bubble (burst in 2001)
• Current growth 25% annually
• Today e-commerce revenues picture is very positive
• E.g. Number of people who have purchased something online
expanded to about 106 million in 2007
Retail e-commerce revenues have grown exponentially since 1995 and have only recently “slowed” to
a very rapid 25 percent annual increase, which is projected to remain the same until 2008.
Source: Based on data from eMarketer, 2006; Shop.org and Forrester Research, 2005; and authors.
Figure 10-1
10.5 © 2007 by Prentice Hall
Management Information Systems
Chapter 10 E-Commerce: Digital Markets, Digital Goods
2. Global reach
• Technology reaches across national
boundaries, around Earth
• Business significance:
• Commerce enabled across cultural and
national boundaries seamlessly, without
modification
• Marketspace includes potentially billions of
consumers and millions of businesses
worldwide
3. Universal standards
• There is one set of Internet technology standards
• Business significance
• Disparate computer systems can easily
communicate
• Brings lower market entry costs (costs merchants
pay to bring goods to market)
• Lowers search costs for consumers
4. Richness
• Video, audio, text messages are possible
• Business significance: Video, audio, text
integrated into single marketing message and
experience
5. Interactivity
• Technology works through interaction with user
• Business significance: Consumers engaged in
dialog that adjusts to individual; consumer is co-
participant in delivering goods to market
10.9 © 2007 by Prentice Hall
Management Information Systems
Chapter 10 E-Commerce: Digital Markets, Digital Goods
6. Information density
• Technology reduces information costs and
raises quality
• Business significance:
• Information becomes plentiful, cheap, and
more accurate
• Increases price transparency and cost
transparency
• Enables price discrimination
7. Personalization/customization
• Technology allows personalized messages to be
delivered to individuals as well as groups
• Permits customization—changing delivered
product or service based on user’s preferences
or prior behavior
• Business significance
• Personalization of marketing messages and
customization of products and services are
based on individual characteristics
10.11 © 2007 by Prentice Hall
Management Information Systems
Chapter 10 E-Commerce: Digital Markets, Digital Goods
The typical distribution channel has several intermediary layers, each of which adds to the final cost of
a product, such as a sweater. Removing layers lowers the final cost to the consumer.
Figure 10-2
10.14 © 2007 by Prentice Hall
Management Information Systems
Chapter 10 E-Commerce: Digital Markets, Digital Goods
• Digital goods
• Goods that can be delivered over network
• E.g. Music tracks, video, e-books, software
• Cost for producing first unit is nearly total cost of product: Cost
for producing additional units very low
• Impact of Internet on market for digital goods is revolutionary
• Video rental services
• Hollywood studios
• Record label companies
• Newspapers and magazines
• Clicks-and-mortar models
• Internet presence is extension of bricks-and-mortar
businesses
• E.g. L.L.Bean, Office Depot, Wall Street Journal
Electronic Commerce
• M-commerce
• Use of handheld wireless devices for purchasing goods
and services from any location
Electronic Commerce
Companies use EDI to automate transactions for B2B e-commerce and continuous inventory replenishment.
Suppliers can automatically send data about shipments to purchasing firms. The purchasing firms can use EDI to
provide production and inventory requirements and payment data to suppliers.
Figure 10-5
10.23 © 2007 by Prentice Hall
Management Information Systems
Chapter 10 E-Commerce: Digital Markets, Digital Goods
Electronic Commerce
Electronic Commerce
A Net Marketplace
Figure 10-7
Net marketplaces
are online
marketplaces where
multiple buyers can
purchase from
multiple sellers.
M-Commerce
M-Commerce
• Wireless advertising
• Example: Wireless service providers including advertising for local
restaurants, movie theaters on cell phones and Wi-Fi devices
• Games and entertainment
• Example: downloading ringtones, movie clips
• Wireless portals
• Feature content optimized for mobile devices to steer users to
information most likely to need
10.27 © 2007 by Prentice Hall
Management Information Systems
Chapter 10 E-Commerce: Digital Markets, Digital Goods
M-Commerce
• M-Commerce challenges
• Keyboards and screens tiny and awkward to use
• Data transfer speeds (2G networks) slow compared to Internet
connections for PCs
• Time-based connection fees
• Limited memory and power supplies