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E-Commerce

What is E-Commerce
The term electronic commerce (ecommerce) refers to a
business model that allows companies and individuals to
buy and sell goods and services over the Internet.
Ecommerce operates in four major market segments and
can be conducted over computers, tablets, smartphones,
and other smart devices.
1. B2B- B2B e-commerce, short for business-to-business
electronic commerce, is the sale of goods or services between
businesses via an online sales portal.
2. B2C- B2C business-to-consumer ecommerce, also called retail
ecommerce, is a business model that involves sales between
Different E- online businesses and consumers.

Commerce 3. C2B- Consumer-to-business is a business model in which


consumers create value and businesses consume that value.
Models 4. C2C- Customer to customer (C2C) is a business model that
enables customers to trade with each other, frequently in an
online environment.sumers.
5. B2E-Business-to-employee (B2E) electronic commerce uses an
intrabusiness network which allows companies to provide
products and/or services to their employees.
 e-Trading- Electronic trading is a method of trading securities
[such as stocks and bonds] foreign exchange or financial
derivatives via computer

E-Commerce  e-Learning- A learning system based on formalised teaching


Applications but with the help of electronic resources is known as e-Learning

 e-Shopping –E-shopping or Online Shopping is the process of


buying goods and services from merchants who sell their
products on the Internet.
 Virtual reality (VR) is changing online shopping (and, as a result, the
eCommerce fulfillment operations behind the scenes) by creating a
Virtual Reality virtual shopping experience that simulates the touch-and-feel
experience of shopping in a store. In fact, virtual reality and
and Consumer augmented reality (AR) can sometimes offer benefits that you can’t
get from shopping in a store, like visualizing how a piece of furniture
experience would fit in your living room. It’s the ultimate opportunity to try before
you buy; in some cases, AR and VR are more useful to consumers than
a physical store.

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