Professional Documents
Culture Documents
Digital Business
Digital Business
• Global Village
ERP and internet- marketing , order, sales, supply chain and delivery
or Switch on street lights ahead of the vehicle, and then to switch off the street lights as the
• Customer’s need and wants are recognized for which he values most
• Technology are uniting to become agile , innovative, social and using mobile.
• A collective term for all economic transactions that occur on the internet.( Web Economy or the Internet
Economy.)
• Digital economy is optimizing processes , production, reducing transaction costs, and transforming supply
chains into digital environement.
• Digital Enterprise
• An organization that uses digital technology as a competitive edge in its internal and external operations.
• Digital enterprises one where all the business relationship with customers, suppliers and employees are
digitally enabled
Online Community
An online community is a group of people with common interests who use the Internet (web sites, email,
instant messaging etc.) to communicate, work together and pursue their interests .
E-Commerce – A form of business transaction in which the parties interact electronically rather than by
physical exchange of documents or direct meetings
• Types of organizations
• Classification of e-commerce
• Virtual (Pure-play) organizations that conduct their business activities solely online
• Click and mortar organization is an integration of both online and physical business models. In online
shopping, a customer just buys a product online, and the company delivers the product at the customer’s
doorstep. On the other hand, brick and mortar stores offer in-store purchasing options.
• Click and mortar, however, works differently. In this type of business, the customers select or buy a
product online and then pick from any retail franchise of the company or have it delivered at their doorstep.
Companies who follow click and mortar store have their mobile apps or websites where all their products
are available. The customer just has to buy online and then pick up the product later.
• It is a business practice where customers examine products in brick and mortar stores but buy those
products later through online channels of the same company. This may look a bit awkward, but this model
offers discounts to the customers.
• Showrooming is also a great way to win your customer’s trust. That said, a lot of people don’t feel satisfied
with online purchasing because they fear the final product may have compromised quality. Showrooming
allows people to physically examine the product and then buy it online.
• As click and mortar is a combination of two approaches, it offers some amazing benefits such as:
• Time-saving
• Customer’s trust
• 1) Decathlon 2) Walmart
• Click and Mortar - disadvantage
• Channel Conflict/Difficulty in transition
• It is not easy to implement and maintain. Companies who follow online or brick and mortar find the
transition quite difficult. Moreover, it is difficult to maintain a balance, i.e., maintaining the original mode
of business and the new one.
• Cost to maintain website
• If a brick and mortar store converts to click and mortar, then it will have to bear the extra cost. That said,
the business will have to create a new website or an app. It will also need regular maintenance as well. This
process and maintenance are costly.
• Cyber Crime
• One of the biggest challenges with online platforms is that customers’ privacy and credentials are always at
risk. Hackers can mislead customers and get their personal information such as credit card numbers,
contact numbers, etc.
Electronic market (e-marketplace)- An online marketplace where buyers and sellers meet to exchange
goods, services, money, or information
Interorganizational information systems (IOSs) Communications systems that allow routine transaction
processing and information flow between two or more organizations –
Intraorganizational information systems Communication systems that enable e-commerce activities to
go on within individual organizations
Intranet An internal corporate or government network that uses internet tools, such as Web browsers, and
Internet protocols
Extranet A network that uses the Internet to link multiple intranets
E Commerce becomes successful with five support areas
People
Public policy
Marketing and advertising
Service provision
Partnerships
Major business revenue
models in e-commerce
• Sales – Profit margin
• Money Transaction fees –
G pay, phone pay
• Subscription fees – amazon prime
• Advertising fees – to the
service provider /
website owner
• Affiliate fees – affiliation
with a marketing firm –
Amway
Few more Revenue models in
• Tendering (bidding) system Model in which a buyer requests sellers to submit bids; the lowest bidder
wins – any government website- maharashtra.gov.in
• Self quoted price model : A buyer sets the price he is willing to pay and invites sellers to supply goods or
service at that price
• Affiliate marketing An arrangement whereby a marketing partner (a business, an organization, or even an
individual) refers consumers to the selling company’s Web site- Amway
• SMEs Small-to-medium enterprises
• Group purchasing Quantity (aggregated) purchasing that enables group of purchasers to obtain a
discount price on the products purchased
• Credit cards – The most widely used form of electronic money today. Several million credits cards are
being used to make online payments in India. Many E-Commerce sites allow to pre-store customer’s credit
card number securely so that you don’t have to key in the number each time. Currently, the largest user
base in e-commerce uses credit cards for payments.
• Debit card – The second largest e-commerce payment medium in India. Using a debit card proves to be a
preferred choice for customers who want to stay within their spending capacity.
• Net Banking – Another easy way to make online payments. It is similar to using a debit card for paying
money that exists in the user’s current or savings account but it does not require the user to have a card for
the payment purposes. While completing the purchase the consumers needs to put in their net banking id
and pin.
• Reward Points – An indirect way for online payments. On certain things that are purchased by a person, a
number of rewards points will be awarded which will get added to the his account.
• In the next transaction, the buyer can choose to pay for their next purchase using the accumulated rewards
points, which will replace what they would otherwise be paying as money.
• This is a relatively new and fast growing payment method. Typically a consumer may buy or be gifted a
prepaid card that can be used online.
• This would be for a particular brand or for a retailer. Some online retailers have their own gift cards which
are sold to their customers, who in turn may use it for themselves or as give them as gifts.
• Gift cards have their own authentication system and this may vary from issuer to issuer.
• Cash on Delivery and Bank Cheques, There is a separate process and this would have to be reflected on
the web site
• Summary : Contact a reliable payment gateway partner
• Mobile Money – Out of India’s 1.3 billion people, only a small percentage have bank accounts. Amongst
that massive unbanked population, many hundreds of millions have mobile phones, and for them, mobile
money is likely to be hugely beneficial. Even for smaller transactions, where credit cards are not accepted,
it might be simpler to just hand over cash. But sufficient cash is not available, then mobile money becomes
useful.
Non-Technical Disadvantages
Delay in launching the E-Commerce application due to mistakes, lack of experience.
User resistance: User may not trust the site being unknown faceless seller. Such mistrust makes it difficult
to make user switch from physical stores to online/virtual stores.
Security/ Privacy: Difficult to ensure security or privacy on online transactions.
Lack of touch or feel of products during online shopping. ECommerce applications are still evolving and
changing rapidly.
Internet access is still not cheaper and is inconvenient to use for many potential customers like one living
in remote villages.
• Logistics - Logistics solutions have digitally connected different stakeholders across the country.
The Uber model of moving passengers is implemented in some form or the other in the logistic sector.
The growth of E-Commerce will drive innovation in the logistic sector to make the products available to
the end user.
Example- centralized logistic platform- Porter in Pune
• Travel- 70% of the contribution of E-Commerce is in the travel sector which includes online ticket
bookings.
• This has made the market competitive by bringing all players on the same platform and has also given
consumer more options.
• Travel industry is the early adopter to E-Commerce.
• Example- Ola , Uber, Make My Trip, Kesari tours and travels,
• Education- One of the industries to have the most profound impact of E-Commerce is the education. The
ability of E-Commerce to provide quality education to everyone is immense. India will have one of the
biggest set of youth population and hence the scope for education sector to be the biggest achievers
because of E-Commerce is sure
• Example- Udemy, Coursera, Zoom , Google meet, online educational platform
What is Marketplace?
Marketplace is a physical location of buyer and seller interaction.
Seller and buyer meet each other individually and share information.
Thereafter, negotiations take place and exchange of product or service occurs.
Examples- retail stores, outlets, supermarkets, etc.
A physical address and the buyers may routinely visit a marketplace
Also, at a given single marketplace, the number of buyers and sellers are limited due to demographics
factors, which relate to physical presence. For example, PCMC market will most probably have only their
residents as sellers and buyers. Other city inhabitants such as that of Pune , katraj might not visit PCMC
for their purchasing requirements. So, the demand and supply factors are decided by less number of people.
In a marketplace, brand equity is created by manipulating the content, context, and infrastructure, using the
traditional marketing mix. These three elements are usually interconnected and inseparable if the buyer is
to access the product or service. Customer perceived value is a combination of product or service, pricing,
communication, and supply chain activity related to the product or service.
For example, a furniture is an aggregated collection of content (raw material, product design), context
(organization, logo, style), and infrastructure (production plant, physical distribution system).
In order to create value to customers, producers should aggregate all three into a single value proposition.
Customers cannot access the furniture without interacting with these three.
What is Marketspace?
At the marketspace, the traditional marketplace transaction is eliminated.
Marketspace is defined as the information and communication technology based electronic or online
exchange environment. Physical boundaries do not possess any interference for such transactions.
The buyers and sellers interact and transact in a virtual environment where direct physical
communication is not required. The sellers may exhibit their products on their own websites while buyers
can perform a targeted search query to find their relevant requirements.
For an online selling platform, the numbers of buyers and sellers are not decided by demographic factors
as no any physical boundaries exist. The world itself can sell and buy through a single platform. So, the
demand and supply is decided by a large number of people. If supply is limited, an auction will be an ideal
choice to fetch a higher price in the marketspace.
In a marketspace environment, value creation and value proposition are revolutionized. In the marketspace,
the content, context, and the infrastructure can be disaggregated to create new ways of value additions,
lowering costs and building customer relationships. These three elements of content, context, and
infrastructure can be easily separated in a marketspace.
For example, the same furniture sold via eBay® has different content as large number of sellers will be
exhibiting their products (variety) while, context would be that of eBay® itself. The infrastructure is not
fully company owned; it also belongs to customers such as PC, modem, and telephone also, as eBay®
infrastructure facilitates the transaction. Here, though the transaction occurs at eBay®, the delivery is the
responsibility of the seller. Therefore, the value dynamics are varied and can be managed in different ways.
Marketplace integration with market space means the process of developing a connection between e-
Commerce software with any marketplace. It enables to get access to the data from e-stores listed on those
marketplaces. The services like, for example, shipping management, order and inventory management,
marketing automation, WMS, ERP, repricing software, etc., work with retailers’ stores and perform
their vital functions.
In other words, with the help of high-quality integration with various marketplaces, it is possible to
retrieve, add, delete and sync the data on products, orders, customers, shipments that are placed in e-stores
of those retailers The smooth connection with multiple marketplaces is beneficial and vital for B2B e-
Commerce solutions and enterprises of different kinds. To help e-store owners organize and automate their
e-retail business, various software solutions need to access their customers' store databases.
The development of connection with the companies like Amazon, eBay, Etsy, and the other different
marketplaces can be very important.
It allows the B2B software to access all the necessary data from the marketplaces' and manage it through
their systems.
In conclusion, integration with the main marketplaces is necessary for successful business.
E-commerce framework
1) Computers, communication networks and communication software
2) Common Business services for facilitating the buying and selling process
3) Distribution, sending and retrieving the information
4) Multimedia content for creating a product / service information
E-commerce framework
1) Requires the I-way infrastructure ( internet, switching systems, satellite and cabl communication ) in the
same way that regular commerce needs the inter-state highway network to carry goods from point to point.
2) Like toll-ways, revenues in e-commerce are based on vehicular traffic, transporting the information
3) Building the various highways is not enough. Transport vehicles are needed, routing issues must be
addressed, and of course the transportation costs must be paid.
4) In traditional transportation business, diesel/ petrol engines move the trucks along the roadways. On the I-
way, there are messaging software , email, EDI, or point to point file transfers.
E-commerce framework
5). Encryption and authentication methods have been developed to ensure security of the contents while
travelling the I-way to their destinations
6). Cost and permissions for accessing an information, regulation to protect consumers from fraud, to
protect their right to privacy and policing of global information traffic to detect information pirating or
illegal content are in place.
7). Standards laid down to ensure continuous and smooth integration of transportation network
Classification of E-Commerce by the Nature of the Transactions and the Relationships Among
Participants
Relationships Among Participants
1) Business - to - Business (B2B)
2) Business - to - Consumer (B2C)
3) Consumer - to - Consumer (C2C)
4) Consumer - to - Business (C2B)
5) Business - to - Government (B2G)
6) Government - to - Business (G2B)
Government - to - Citizen (G2C),
Nature of the Transactions
1).Virtual (Pure-play) organizations that conduct their business activities solely online
2).Click-and-mortar (click-and-brick) organizations - Organizations that conduct some ecommerce
activities with an additional marketing channel of online or offline