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The use of mobile or wireless technologies to communicate, interact, entertain and transact anytime, anywhere, any place across public and private networks. .
Mobile Commerce, is about the explosion of applications and services that are becoming accessible from Internet-enabled mobile devices M-commerce involves mobile applications and technologies that may access mobile and wireless communication capabilities. While related, mobile and wireless are not the same.
Mobile is centered on the cellular mobile devices that are typically used by some 63 % of the overall population (over 422 million subscribers) to achieve voice connectivity. Wireless is a distinct technology that can avoid the need to use fixed lines. A wireless device can be used to connect one person or multiple devices in a single building. This connection may enable multiple users to connect to a network or for multiple users to interface across a network. Wireless connections may be provided to geographic locations to connect users in a Wireless Local Loop (WLL)
Mobile commerce was born in 1997 when the first two mobile phone enabled Coca Cola vending machines were installed in the Helsinki area in Finland. They used SMS text messages to send the payment to the vending machines. In 1997 also the first mobile phone based banking service was launched by Merita bank of Finland also using SMS.
Products and services available
Mobile ticketing is the process whereby customers can order, pay for, obtain and validate tickets from any location and at any time using mobile phones or other mobile handsets Mobile tickets reduce the production and distribution costs connected with traditional paper-based ticketing channels and increase customer convenience by providing new and simple ways to purchase tickets
Mobile vouchers, coupons and loyalty cards Mobile ticketing technology can also be used for the distribution of vouchers, coupons and loyalty cards.
Presenting a mobile phone with one of these tokens at the point of sale allows the customer to receive the same benefits as another customer who has a loyalty card or other paper coupon/voucher
Content purchase and delivery Currently, mobile content purchase and delivery mainly consists of the sale of ring-tones, wallpapers, and games for mobile phones. The convergence of mobile phones, mp3 players and video players into a single device will result in an increase in the purchase and delivery of fulllength music tracks and video. Download speeds, if increased to 4G levels, will make it possible to buy a movie on a mobile device in a couple of seconds
Location-based services Unlike a home PC, the location of the mobile phone user is an important piece of information used during mobile commerce transactions. Knowing the location of the user allows for location based services such as: local offers local weather people tracking and monitoring
Information services A wide variety of information services can be delivered to mobile phone users in much the same way as it is delivered to PCs. These services include: news services stock data sports results financial records traffic data and information
Mobile banking Banks and other financial institutions are exploring the use of mobile commerce to allow their customers to not only access account information, but also make transactions, e.g. purchasing stocks, remitting money, via mobile phones and other mobile equipment. This service is often referred to as Mobile Banking or M-Banking.
The main payment methods used to enable mobile commerce are: charging to the mobile telephone user's bill or deducting from their calling credit. registration of a credit card that is linked to a SIM card. Billing a customer's credit card through a secure user interface.
Predictions for Wireless Data and M-Commerce Category Mobile Internet Devices (Worldwide) Wireless Internet Users (Worldwide) Enterprise Wireless Enablement M-Commerce Users (Worldwide) M-Commerce Revenues (Worldwide) Analyst Projection 1B mobile Internet access devices by 2003 Growth from 46.3M in 1999 to 1.02B in 2005 Enterprises will spend more than $400M by 2001 to wirelessly enable their business Growth from fewer than a thousand users in 1999 to 29M in 2004 $21B in revenues in 2004²IDC U.S. revenue generated through mobile devices by 2005: 32 billion
Infrastructure for M Business
Internet connectivity GPRS WAP WML Mobile Compatibility
By-Product Development Ethical / Unethical Issues Expansion of Services / areas