Enabling Technology and Functionalities of Shopping Portals

Author(s):  
Hua Luo ◽  
Yuan Gao

An electronic marketplace (e-marketplace) is a virtual space where buyers and sellers exchange goods and services (Bailey & Bakos, 1997). An e-marketplace that searches for and aggregates information from multiple vendors and presents information of related products and services to individual consumers is an example of a business-to-consumer (B2C) shopping portal. Many smart online shoppers start from a shopping portal that provides the added ability for a shopper to compare prices, read reviews, find deals, and even create a wish list or apply for credit cards. Examples of such sites include Yahoo! Shopping, bizrate.com, shopzilla. com, nextag.com, and the marketplace function of amazon. com, where new and used books from online vendors and individuals are listed and sold.

Author(s):  
Yuan Gao ◽  
Hua Luo

A business-to-consumer (B2C) electronic marketplace (emarketplace) portal helps online shoppers in searching for desired products and services, customizing a user’s shopping experience, and identifying reputable merchants and service providers. These shopping portals provide the ability for a shopper to specify personal preferences, compare prices from multiple vendors, obtain merchant ratings and feedback from other customers, read reviews of products, find featured products and promotion, and create his or her own wish list in a online profile, among others. From an economics perspective, these portals reduce a buyer’s search cost (Bailey & Bakos, 1997). Web sites falling into this category include Yahoo! Shopping, bizrate.com, shopzilla.com, and nextag.com, among others.


2020 ◽  
pp. 118-127
Author(s):  
Yong Geng Chen

This research paper provides a detailed evaluation of the business concepts in Electronic Commerce (E-Commerce). The concept of E-Commerce defines the exchange of goods and services with monetary value between consumers and companies. E-Commerce is a web-based catalogue whereby buyers can possibly place order and sellers possibly accept payments. E-Commerce incorporates two forms of business: Business-to-Business (B2B) and Business-to-Consumer (B2C), which provides a definition of the commerce transactions between enterprises, such as between the wholesalers and the manufacturers or the retailers. B2C E-Commerce provides enterprises with the model which allows businesses to deliver purchasers to the relevant merchants and achieve from the commission rewards given by the merchants. This paper evaluates two forms of business with relation to management of Virtual Enterprises (VE) in the field of E-Commerce. The paper will end with an analysis of VE before projecting future directions for health of B2B and B2C in business.


Author(s):  
Chris Fill ◽  
Scot McKee

This chapter explores some of the principal characteristics used to define business markets and marketing. It establishes the key elements of business-to-business (B2B) marketing and makes comparisons with the better-known business-to-consumer (B2C) sector. This leads to a consideration of appropriate definitions, parameters and direction for the book. After setting out the main types of organisations that operate in the B2B sector and categorising the goods and services that they buy or sell, the chapter introduces ideas about the business marketing mix, perceived value, supply chains, interorganisational relationships and relationship marketing. This opening chapter lays down the vital foundations and key principles which are subsequently developed in the book.


Author(s):  
Lucia Aiello

The chapter proposes an organizational model that is based on web 2.0 and the role of new technologies. The author presents the organizational model of Peepul, whose mission is awareness of the “culture accessible to all.” It is necessary to consider models that address the choices of men and women in their various roles, ambitions and aspirations. The chapter focuses on the revolution of the concept of physical and virtual space and its role in the organizational model of reality that offer products, cultural goods and services and/or related to them. The simulated environment and the physical one can both be explored so they are on an equal balance; in particular, they can be parallel or complementary, i.e. a market (e-Bay), a square (Facebook). Therefore, if each subject attributes to a virtual market the same meaning than the physical, we can argue that it is necessary to define the characteristics of the organizational model web: network-2.0.


2011 ◽  
pp. 383-410
Author(s):  
Severine Dusollier ◽  
Laetitia Rolin Jacquemyns

In the Communication on Electronic Commerce of 19971 , the European Commission stressed that “in order to allow electronic commerce operators to reap the full benefits of the Single Market, it is essential to avoid regulatory inconsistencies and to ensure a coherent legal and regulatory framework for electronic commerce.” The electronic marketplace has a crucial need to know “the rules of the game”2 in order to carry out electronic commerce. Therefore, the regulatory framework has to be clear, stable and predictable, both to enable e-commerce operators to face all challenges raised by the development of new products and services and to ensure the trust and confidence of consumers in the new electronic supermarket. These are the main objectives of the legislative action of the European Commission3 which has, in recent years, laid the foundations for a consistent setting of the legal scene for electronic commerce in Europe. It is worth recalling that the action of the Commission has been and should be guided by the key principles of the EC Treaty, particularly by the concern for the Internal Market and the enhancement of the circulation of products and services. A clear consequence is that any regulatory intervention of the Commission should be directed to a further harmonization or clarification of the existing rules in order to lift the uncertainties and discrepancies in national policies which might impede the free circulation of electronic goods and services. Other key concerns of the European Commission are to refrain from over-regulating electronic markets and businesses and to remain open to a self-regulatory approach and alternative dispute resolution. This last guideline is particularly followed in the recent Draft Directive on electronic commerce4 .


2012 ◽  
Vol 4 (4) ◽  
pp. 48-60
Author(s):  
Eun-Jung Lee ◽  
Seung Sin Lee ◽  
JungKun Park

An increase in e-commerce activity has both positive and negative consequences for consumers. The ease with which experienced online shoppers can access a broad assortment of goods and services are likely to contribute to compulsive buying behavior is an example of this. Although researchers have examined factors related to offline compulsive buying, little is known about online compulsive buying behavior. This study examines the influence of perceived skill and knowledge, facilitating conditions, attitude toward online shopping, and actual online purchasing behavior on the tendency to engage in compulsive buying online. The moderating effect of self-esteem is examined as well. As expected, active online shopping coupled with low esteem may potentially lead to a tendency to engage in compulsive online shopping.


2019 ◽  
Vol 13 (3) ◽  
pp. 277-301
Author(s):  
Ana Margarida Barreto ◽  
Diogo Ramalho

Purpose This paper aims to look at the effects of different levels of involvement (high and low) on social media (Facebook) users' engagement (likes, shares and comments) with different types and formats of brand content. Design/methodology/approach The authors analyzed user reactions to 1,156 Facebook posts from eight business-to-consumer brands (goods and services). Based on a post hoc test, four product/services were identified as belonging to the group of high-involvement and the other four as low involvement. Findings The data suggest that, when involvement is low, users in general engage more with brand posts regardless their format (text, image and post) or type (hedonic and informative), or even the interaction of both. Moreover, low involvement leads users prefer to comment on brand content, whereas higher involvement is associated with to sharing it. Exceptions were observed for images (both hedonic and informative) and for hedonic image and video in both low and high involvement users. Research limitations/implications The goal was not to measure users’ attention to each type of post. Moreover, the authors did not have access to information regarding which devices were used to access the online content and whether that aspect might have an impact on users’ reactions. Neither do they claim that engagement necessarily reflects positive reactions, as any content analysis of users’ reactions was beyond the scope of this project. Practical implications These findings are expected to help brand managers and social media strategists to better select content based on their marketing goals, as well as to provide a potential explanation for the success of campaigns. Originality/value As far as we are aware, no previous study has attempted to observe the mediated effect of consumer involvement on brand posts considering their type and format. We also believe that this is the first observation of how behavior differentiates according to the target audience’s level of involvement. This paper also proposes a convenient framework for categorizing social network sites content. Suggestions for future research are made at the end.


2020 ◽  
Vol 2 (2) ◽  
pp. 89-99
Author(s):  
Vedat Asipi ◽  
Benjamin Duraković

The purpose of this paper is to analyze and compare two different business models called business to business and business to consumer. The first model -business to business or B2B is defined as the transfer of goods and services between businesses or firms without the interference of consumers. The second model, business to consumer or B2C is customer-oriented in which the goods and services are sold immediately to customers in the market. This research focuses on the performance of these two business models in North Macedonia and Serbia. Our analysis tries to provide information regarding the countries’ development in different sectors within B2B and B2C models that are affected by specific indicators such as net salaries, total employment level, investment and exports, and research&innovation. Furthermore, besides the analysis of these indicators separately for each country, the paper will show the results and compare the performance differences among listed developing countries.


Author(s):  
Chris Rose

Payment systems are changing and credit cards might soon be obsolete. Near field communications systems are being built into many smartphones which will enable users to not only pay for goods and services but to obtain information from NFC-enables products. Some emerging technologies are examined and potential security concerns are outlined.


2007 ◽  
Vol 51 (2) ◽  
pp. 101-104
Author(s):  
Bill Z. Yang

This note attempts to provide a formulaic definition of money and discuss the distinction between “medium of exchange” and “means of payment.” The former refers to the set of assets in an economy that people regularly exchange for goods and services (a concept of “what”), while the latter is a method that facilitates delivery of money from one to another (a notion of “how”). It suggests that money should be exclusively defined as “medium of exchange,” rather than “means of payment.” With such a distinction established, one can uniformly explain why currency, demand deposits and smart cards are money (because they are a medium of exchange), and why checks, money orders, or debit and credit cards are not money (because they are only a means of payment but not a medium of exchange).


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