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Chapter 12: Economics, Global, and Other Issues in Electronic Commerce pptx

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© Prentice Hall, 2000
Chapter 12
Economics, Global, and
Other Issues in
Electronic Commerce
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© Prentice Hall, 2000
Learning Objectives

Identify the major impacts of Web-based economics

Describe the major components of Web-based
economics

Analyze the impact of online markets on competition

Describe the impacts and industry structure on
intermediation

Describe the role and impact of virtual communities

Evaluate the issues involved in global electronic
commerce

Analyze the impact of EC on small businesses

Understand the research opportunities in EC

Describe the factors that will determine the future of
EC


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Marketplace V s. Marketspace

Markets have three main functions

Matching buyers and sellers

Facilitating the exchange of information, goods,
services and payments

Providing an institutional infrastructure

Electronic Marketplaces = Marketspaces

Increase effectiveness

Lower distribution costs

‘Friction-free’ markets
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Marketplace V s. Marketspace
(cont.)

Regular and EC economics are completely
different

EC involves gathering, selecting, synthesizing,
and distributing information


Economics of EC starts with supply and
demand, and ends with pricing and
competition
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The Components of
Digital (Virtual) Economics

Digital Products
Information and entertainment products that are digitized :

Paper-based documents : books, newspapers, magazines journals, newsletters

Product information : product specifications, catalogs, user manuals

Graphics : photographs, postcards, calendars, maps, posters, x-rays

Audio : music recordings, speeches, lectures, industrial voices

Software : programs, games, development tools
Symbols, tokens and concepts :

Tickets and reservations : airlines, hotels, concerts, sport events, transportation

Financial instruments : checks, electronic currencies, credit cards, securities
Processes and services :

Government services : forms, benefits, and welfare payments, licenses


Electronic messaging : letters, faxes, telephone calls

Business value creation processes : ordering, bookkeeping, inventorying

Auction, bidding, bartering

Remote education, telemedicine, and other interactive services

Cybercafes interactive entertainment, virtual communities
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The Consumers— people worldwide that surf the Web are potential
buyers of goods and services

The Sellers— frontstores available on the Net, advertising and/or
offering millions of items

The Infrastructure Companies— companies provide the
hardware and software necessary to support EC

The Intermediaries— intermediaries of all kinds offer their services
on the Web

The Support Services— ranging from certification and trust, which
assures security to knowledge providers

Content Creators— media-type companies create and perpetually
update Web pages and sites
The Components of

Digital (Virtual) Economics (c ont.)
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Competition in Electronic Commerce

Impacts on competition

Lower buyers’ search cost

Speedy comparisons

Differentiation

Lower price

Customer service

Digital products lack normal wear and tear
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Competition in Electronic Commerce
(cont.)

Perfect competition

Enable many buyers and sellers to enter the market
at little or no cost (no barriers to entry)

Not allow any buyers and sellers to individually
influence the market


Make certain products homogeneous (no product
differentiation)

Supply buyers and sellers with perfect information
about the products and the market participants and
conditions
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Competition in Electronic Commerce
(cont.)

Observations regarding competitiveness

There will be many new entrants

The bargaining power of buyers is likely to increase

There will be more substitute products and services

The bargaining power of suppliers may decrease

The number of industry competitors in one location
will increase
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Cost Curves
Quantity
Cost
per

unit
Optimal
Regular Products
Cost
per
unit
Quantity
Digital Products
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The Need for a Critical Mass of Buyers

Reasons for the need for critical mass of buyers

Fixed cost of EC is high, need many customers to cover it.

Strong and fair competition can be developed

Estimated Internet users worldwide :

150-200 million range (1999)

Small number as compared with an estimated 1.3 billion TVs

No need to wait a few years before starting EC

Look at the microlevel segmentation of the market you are
trying to reach
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Quality Uncertainty and Quality
Assurance

Price is becoming the major factor influencing
many Web purchases

Quality is extremely important in many situations

Issue of quality is related to issue of trust

Quality assurance by a trusted 3
rd
party is needed

For example : Trust-e and Better Business Bureau (BBB)
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Quality Uncertainty and Quality
Assurance (con t.)

Solutions for quality uncertainty

Provide free samples

clear signal that the vendor is confident about the quality

Return if you are not satisfied

providing a guarantee, or a full refund, for dissatisfied
customers is facilitating EC


returns not feasible for digital products

many digital products such as information, knowledge, or
educational material, are fully consumed when they are viewed
by consumers

returning a product or refunding a purchase price may be
impractical due to transaction costs
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Pricing on the Internet

Price Discovery

Electronic marketplaces enable new types of price
discovery

Web-based auctions at Onsale.com and eBay.com

Intermediaries such as Priceline (www.priceline.com)

Agents such as Kasbah (ecomerce.medis.mit.edu/kasbah)
The ability to
customize
products
The ability to
price
discriminate
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Online Vs. Offline Pricing

How to price the online Vs. the offline products or
services

Pacific Brokerage Services (www.tradepbs.com)

a discount broker

offered almost 50% commission discount for online services

Banking Industry

most do not offer any discounts for going online

some even charge additional online fixed monthly service fee

some, whose strategy is to aggressively go online, provide discount

Retailers

no clear strategy
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Contributors to Electronic Market
Success

Product characteristics


Digitizable products; low priced items; computers;
electronics, consumer products; and even cars

Industry characteristics

The need for a transaction broker exists (e.g.,
stocks)

Seller characteristics

In oligopolistic situations, sellers can maintain an
environment of lower volume, higher profit margin
transactions

Consumer characteristics

Patient and analytical consumers
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Impacts on Industry Structure
Seller 1
Seller 1
Seller 1
Customer
Product Distribution Network
Market Information
Exchange
Information
Product
Traditional Market Industry Structure


Traditional market

Customers search out information (about the
products available and their prices, quality, and
features) from a wide range of sources
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Impacts on Industry Structure (cont.)

Electronic markets

The search cost for consumers is reduced

Consumers can buy products for lower prices,
intermediaries play new roles
Product Distribution Network
Seller 1
Seller 1
Seller 1
Customer
Electroni
c Market
Industry Structure with an Electronic Market
Information
Product
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The Roles and Value of Brokers in
Electronic Markets


Search costs for finding partners—high

Lack of privacy; can not remain anonymous

Incomplete information; a broker can get
more

Contracting risk of refusing to pay, poor
quality products, etc.

Pricing inefficiencies, opportunities may be
missed
Limitations of Privately Negotiated Transactions
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Potential Winners and Losers in EC

Proprietary network owners

Midsize manufacturers

Technology suppliers

Market makers

Online dedicated companies

Conventional retailers that use online extensively


Providers of diversified Internet services

Advertisement and target marketing companies

Security, special infrastructure, and payment systems providers

Internet access providers

Portal providers

A few large resellers

EC software companies

Winners
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Most wholesalers, especially small ones

Brokers

Salespeople

Non-differentiated manufacturers
Potential Losers in EC
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Virtual Communities


The Internet Communities

Web is being transformed into a social Web of communities

Types of communities

Communities of transactions

facilitate buying and selling

Communities of interest

place for people to interact with each other on a specific topic

Communities of relations

be organized around certain life experiences

Communities of fantasy

place for participants to create imaginary environments
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Virtual Communities (cont.)

Ways to transform a community site into a
commerce site:
Understand a particular niche
industry, its information needs,
and the step-by-step process by

which it does the research
needed to do business.
Build a site that provides that
information, either through
partnerships with existing
publishers and information
providers or by gathering it
independently.
Set up the site to mirror the steps
a user goes through in the
information-gathering and
decision-making process.
Build a community that relies on
the site for decision support.
Start selling products and services, such as sample chips to engineers,
that fit into the decision-support process.
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Virtual Communities (cont.)

The Expected Payback

Customer loyalty increases

Increased sales

Customer participation and feedback
increases

Increased repeat traffic to site


Drive new traffic to the site
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Virtual Communities (cont.)

Creating economic value

Members input useful information in the form of
comments, feedback, elaborating their attitudes
and beliefs, and information needs of the
community

The community brings together consumers of
specific demographic and interest

Communities charge members content fees for
downloading certain articles, music, or pictures

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