Mis: E Commerce

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Chapter 10

Management Information Systems

Chapter 10 E-Commerce: Digital Markets, Digital Goods ELEARNING OBJECTIVES

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E-Commerce: Digital Markets, Digital Goods

• Identify the unique features of e-commerce, digital markets, and digital goods. • Describe how Internet technology has changed business models. • Identify the various types of e-commerce and explain how e-commerce has changed consumer retailing and business-to-business transactions. • Evaluate the role of m-commerce in business, and describe the most important m-commerce applications. • Identify the principal payment systems for electronic commerce.

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Management Information Systems

Chapter 10 E-Commerce: Digital Markets, Digital Goods ENexus Games: E-Commerce Goes Social

Management Information Systems

Chapter 10 E-Commerce: Digital Markets, Digital Goods EElectronic Commerce and the Internet

Problem: Building a business model that serves the emerging market for social networking sites. Solutions: Sell games that are social experiences. Online users can access full games for free but must pay for any “virtual items” to enhance game play

Prepaid cards used to purchase Nexon game items are second bestselling entertainment gift card at Target

• E-commerce

• Use of the Internet and Web to transact business • Digitally enabled transactions

• History of e-commerce

• Began in 1995 and grew exponentially; still growing at an annual rate of 16 percent • Rapid growth led to market bubble • While many companies failed, many survived with soaring revenues • E-commerce today the fastest growing form of retail trade in U.S., Europe, Asia

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Nexon games all feature Forums where users can socialize, share tips Demonstrates digital technology’s role in generating new business models

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Management Information Systems

Chapter 10 E-Commerce: Digital Markets, Digital Goods EElectronic Commerce and the Internet

Management Information Systems

Chapter 10 E-Commerce: Digital Markets,...