Professional Documents
Culture Documents
Learning Focus:
A. TRADITIONAL E-COMMERCE
Traditional commerce means communicating (ordering, paying) with customer and supplier using
different applications in many time-consuming different steps. The traditional commerce is where all three
components are physical. In contrast, these components are all digital at the core of electronic commerce, where
not only production, but also delivery, payment, and consumption (reading online or processing by a computer
program) occur online. The remaining white areas are part of conventional electronic commerce, in which some
of the components are digital. For example, products may be physical, but marketing and payment may be
conducted online; products may be digital, but payments could be made via checks, or buyers may be reading
printouts instead of screen outputs. The growing use of digital processes for business-to-business transactions
and consumer marketing is evident in the figure, which shows that electronic commerce dominates the traditional
market. Most of current electronic commerce applications and issues fall within the white areas of figure 1.3,
dealing with one aspect on a particular axis, for example, setting up a web store, content digitization, electronic
payments, online marketing, and so on. Later chapters in this book also tackle these issues one by one, and
consumers are not limited to digital product sellers. However, in each chapter, every effort to analyze an issue in
a broader context that includes all three components of a market is made. Therefore, product digitization (of the
product axis) is discussed in connection with online consumption and digital marketing (of the process axis) and
the role of web store sales representatives (of the player axis).
Market activities, from production to consumption, occurring online, bypassing all paper-based transactions and
traditional communications media, represent the future of electronic commerce. The Internet becomes not only
an alternative communication medium, but a microcosm, or an electronic version, of physical markets with
characteristics that are fundamentally different from physical markets.
This digital world of business, in which market institutions, agents, and products are becoming "virtual"
and native to the Internet, is also at the core of electronic commerce economics. The main difference between
the digital world of business and the traditional, physical business world stems from the very nature of digitized
products. However, there are many reasons why consumers too will behave differently in a networked market.
For example, access to product information via the network using sophisticated computer programs will certainly
affect the way consumers compare prices. In turn, efficient shopping will affect product choices, pricing strategies,
and competitive efforts among sellers. Business organizations and relationships will also be affected as spatial
and temporal limitations of the market are removed and replaced by different considerations of costs, efficiencies,
and the mode of interaction on a network. In other words, the market environment, enabled by the open distributed
Internet, resembles no other physical market. The physical distance and geographical topology of a market are
replaced with network architectures and preference-based market territories. Thus, the objective is to investigate
the economic aspects of this newly emerging market of electronic commerce by applying standard economic
tools and by evaluating qualitative differences in economic efficiencies and organizational changes.
B. EMOTION-ORIENTED E-COMMERCE
Understanding Emotion
Many theorists have discussed what emotions are and its function in human life. This debate is
continuous and presently there is no collectively accepted definition of emotions. However, humans do
experience various dimensions of emotions on a daily basis. A limitation in the study of emotion is the lack of a
common language. Words like emotions, moods, drives, sentiments and attitudes are usually interchangeable by
researchers. If a distinction is not made among the terms, confusion may take place.
Causes of Emotions
What causes emotions? The answer to this question is essential in determining how to deal with the
multiple emotions that are generated when engaging in an eCommerce activity. In an eCommerce environment,
interfaces should be designed in a manner that will encourage the desired emotion. Understanding the causes
of emotions will enable designers to determine which design elements encourages positive or negative emotions.
Social Contagion
The social contagion theory is seen as a major cause of emotion. Emotions are based upon the emotions
of others [60]. For example, a sad person will often make another person feel sad. A simple smile or frown can
affect the mood of another person [61]. Cacioppo [62] stated that social contagion represents the tendency to
automatically mimic and synchronize facial expressions, vocalizations, postures, and movements with those of
another person. In relation to interface design, what is presented onscreen will directly influence the emotions of
Date Revised: Feb. 19, 2022 Document No. 001
IT 309 | IT Elective 2 Prepared by: Issued by:
(E-Commerce) WILLIAM L. SABUG, JR., MIT Quirino State University
Executed by:
Page 1
WILLIAM L. SABUG, JR.
Revision # 01
the users. If a user sees a smile or a frown on the screen, the user’s emotional state would reflect the emotion
being portrayed. Emotions in interfaces can be contagious [63]. An online intelligent character that exhibit
excitement over a particular product can make the users feel even more excited.
Users’ Needs
A user uses a computer to achieve a particular result – typing a document, accessing email, or
purchasing a product. The degree to which an interface encourages or limits the achievement of the needs of the
user, will ultimately affect their emotional state. A system which recognizes and interprets the emotions of the
user can use such information to determine whether their needs are being met [63]. Zhang et. al. suggested
revisiting Maslow’s basic need hierarchy to ask what humans want or what they need in their lives and then use
technologies to support humans’ higher needs in the needs hierarchy [65]. When a certain situation satisfies the
needs of the user, positive emotions would take place. The elements which interfere with satisfying these needs
would cause negative emotions. In emotion-oriented eCommerce, the design of the interface requires good
understanding of the customers’ needs.
(2) Intelligent emotion-oriented eCommerce systems - to - Customer - The system would request input from
the customer and in return provide the necessary feedback.
C. SOCIAL E-COMMERCE
Social commerce is a subset of electronic commerce that involves using social media, online media
that supports social interaction, and user contributions to assist in the online buying and selling of products
and services.
More succinctly, social commerce is the use of social network(s) in the context of e-commerce
transactions.
D. MULTI-CHANNEL E-COMMERCE
Multichannel retailing is the merging of retail operations in such a manner that enables the transacting
of a customer via many connected channels. Channels include: retail stores, online stores, mobile stores,
mobile app stores, telephone sales and any other method of transacting with a customer. Transacting includes
browsing, buying, returning as well as pre- and post-sale service.
Multichannel retailing is often said to be dictated by systems and processes when in fact it is the
customer that dictates the route they take to transact. Systems and processes within retail simply facilitate the
customer journey to transact and be served. Pioneers of multichannel retailing include Macy's, Next PLC, John
Lewis and Neiman Marcus. The pioneers of multichannel retail built their businesses from a customer centric
perspective and served the customer via many channels long before the term 'multichannel' was used. Recent
variations of the term include omni-channel.
Post-test:
Explain briefly the following:
1. What are the advantages and disadvantages of:
a. Mobile e-commerce?
b. Social e-commerce?
c. Multi-channel e-commerce