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60 Cards in this Set

  • Front
  • Back
internet
infrastructure on which info. is delivered to the world

system of interconnected computer networks that transmit data by packet switching using the standard Internet Protocol

world wide web does not = the internet
network tech.
terminals - input/output
transmission/media channels - transport
processors - modems, switches, routers, computer hosts, servers
control procdedures/ protocols - processing software
packet switching
packet = bite sized chunk of data with address and ID info. included
dist. ownership
characteristic of the internet

different parts owned by different people
multiplicity of devices
millions of smaller digital networks linking wide range of intellegent devices/nodes
open standards
agreed set of coventions on communication among internet nodes

available and free to all

characterisic of the internet
evolution of internet
1995 - netscape IPO - hyperlinked pages

2005 (4000 days) - 600 million web sites (1/100 people), 1 billion people (1/6 of pop. connected); global flea mkt. - ebay, uploading = downloading
physical networks
nodes of networks connected by physical links

ex: phone or RR networks
virtual networks
connections are intangible -- people

ex: iTunes, Ebay

usually sponsored by org. that enables it, controlls access, and measures evolution

shared info. and expertise

function of size
network economics
value in scarcity: value of a traditional good is increased by how scarce it is

value in plentitude: value is a function of number of connected nodes
postive feedback
self-reinforcing -- strong gets stronger, weak gets weaker

ecnomies of scale
negative feedback
dampening trend: weak gets stronger, stronger gets weaker

normal supply and demand eq.

limits growth of dominant firm: coordination costs and increasing overhead stop firm from going beyond a certain size
network externality
pos. F/B associated with networks

new nodes create value for other members

larger networks are more valuable

leads to winner take all for dom. firm
advice for non-dominant firms
become compatible with dom. player

find niche that is different enough from broader market but big enough to sustain firm
tippy mkt.
subject to strong pos. f/b

tips in favor of firm that reaches critical mass

winner-take-all

factors:
presence and strength of economies of scale (+)
- supply and demand side of economies of scale: (n/w economics)
customer demand for variety(-):
- demand for variety enables distinct mkt. niches
tipping point
movement in mkt. evolution where one firm reaches critical mass -- that firm becomes dominant
two-sided networks
networks that include two parties (ex: buyers and sellers)

value to one type of agent depends on number of the other type of agent in the network
implications of network economics
assoc. w/ tech. stds, virtual n/ws; communities

innovation is important to establish first mover advantage

controlling a dom. n/w requires comp. advantage
data
codified raw facts -- coded as letters of numbers, increasingly stored digitally
information
data in context -- audience dependent
classic info. goods
products purchased for sole purpose of getting codified information; can be digitized

ex: DVD, iPod
info. good economics
- high sunk (prod.) costs -- big risk
- low replication costs
- info. is not the carrier
- low dist. costs
- no capacity limits
- not consumed by use
- experience required to access value and quality
info. good characteristics
customizable
re-usable
often time-valued
big gross profit margins
info.-intensive goods
most prods./services are info.-intensive

info plays critical role in:
- creating product/service
- bringing to market

info. may be:
- at periphery of prod./service
- embedded in the product itself as knowledge
info. in networks
physical carriers of info. goods can often stop them from behaving as such

dist. through n/ws (eliminating carrier) restores info. good attributes
richness/reach trade-off
richness: amt. of info. that can be transmitted, degree to which it can be tailored to meet indiv. needs, level of interactivity with the message

reach: number of possible recipients of the message

as richness increases, reach decreases

internet and assoc. activities have mitigated trade-offs

high levels of both available -- but trade-off has NOT been eliminated
other info. on richness and reach
trad. business method questioned: current model focuses on need to bundle info. with carrier

importance of product model:
- unbundle traditional products
- bundle new products

decreasing value of asymmetric info.: value of propostion based on inability of people to obtain info. at low costs
richness and reach obstacles
old tech. disappears only when new products fully replaces the old one (ex: why we use fax machine)
- learning obstables, switching costs, inertia dismissal of old routine

info. proliferation implies: scarcity of attention, slower adoption rates
sustaining technology
maintains the current performance improvement rate of the products and services that use them

facilitates replacement of previous generation: same set of attributes, improvered performance
disruptive technology
different sets of attributes than current tech.

performance improvement rate is higher than the mkt. demands

must meet mkt. needs on critical performance in time

novel attributes may become pos. differentiation

only most agressive customers will adopt -- est. firms afraid to invest in this

most disruptive innovations come from outside established industries
e-commerce
online exchange of value

process of dist. buying, selling, marketing, and servicing products and services over computer networks such as the network
e-business
use internet tech. and other advanced IT to enable and support business processes and operations
enablers of e-commerce
affordable equipment
access to the internet
ease of use
open standards
categorizing e-commerce initiatives by transaction type
business to customer (B2C)
business to business (B2B)
cunsumer to consumer (C2C)
consumer to business (B2C)
e-govt.
categorizing e-commerce initiatives by company structure
pure play
bricks and mortar
bricks and clicks
business to consumer transactions (B2C)
for-profit org. on one side and end-consumer on the other

most visible e-commerce

ex: amazon.com, target.com
business to business transactions (B2B)
2+ business entities take place in transaction

range from 1X transaction to unique tailored relationships between firms

ex: premier pages of Dell.com
consumer to consumer transactions (C2C)
enable individual consumers to transact directly

ex: ebay, youtube, myspace
consumer to business transactions (C2B)
people transact with businesses as suppliers

ex: eLance.com
e-govt.
transactions involving legislative and administrative institutions

transactions can occur with people, businesses, or other govts.

ex: electronic income tax filing, electronic voting
bricks and mortar
org. w/ physical ops. that don't provide services specifically through the internet
bricks and clicks
orgs. w/ hybrid operations

aka click and mortar

2 approaches:
- ind. ventures to take advantage of opportunities, capital, and available online ventures
- running the online channel as bricks and mortar ops. in a highly integrated fashion
pure play
firms with no physical stores

provide services solely through internet

ex: amazon.com, google.com
business models
captures firms concept and value proposition

conveys: mkt. opps., products/services offered, what strategy firm follows to seek dominant position

identifies org. capabilities firm leverages to turn concept into reality

network economy creates opportunity for new business models
revenue model
how firm makes $:

pay for service: firm offers product/service for sale

subscription: paying for the right to access content

ad. support: firm provides content free for large audience; sells access to its audience to interested buyers

affiliate: firm collects revemue from a third party based on traffic it sends to partner website
dominant business models
online retailing
infomediaries
content providers
online communities
exchanges
infrastructure prodivers
online retailing
takes control of inventory and then resells it for profit

fulfillment is critical capability

revenue model: pay-for-service

ex: pure play: buy.com
bricks and clicks: staples.com
infomediaries
use of internet to provide spec. info. on behalf of product of service providers; do not sell goods and services or own inventory

ex: edmunds.com
content providers
develop and publish content

sources of contents:
- owned: generated on behalf of org. staff
- not owned: user generated from other sites

revenue model: ad supported: ad supported, subscription, pay per download

ex: britannica.com
online communities
group brought together for a common interest or goal

virtual community -- alleviates physical constraint
exchanges
create market-place for buyers and sellers to come together and transact

provides mkt. making

compensated with fees, commission on sales, or consulting fees.

ex: ebay.com, ubid.com
infrastructure providers
companies that can create value by developing and managing the infrastructure of e-commerce

revenue model: pay for service

ex: AOL, paypal
e-commerce implications
disintermediation: shortening supply chain by est. direct relationship with customers

re-intermediation: creating opportunities for new intermediaries to exist alongside brick and mortar counterparts

mkt. efficieny: reducing search costs increases difficulty in profiting from strategies rooted in asymmetry of info. or other high cost searches

channel conflict: delimma of firms facing the choice between disintermediation and reintermediation

customer and employee self-service
mobile commerce
complete commercial transactions using cell phones

reach consumers in real time at the point of service based on location
web 1.0
static websites

hard to create

one way platform, besides commerce

built to allow scientists to share and collaborate at a distance
web 2.0
web tech. and design used to enhance creativity, info. sharing, and collaboration among users

archeticture of participation

harnessing collective intellegence

changes:
accessing info. -- search is research
accessing media -- accessing radio on something other than the radio
controlling media -- DVR
creating media -- youtube
social software
profile creation
ad hoc group formation
connection and collaboration
podcasting
ipod + broadcast: digital media files distributed over the internet

more than just audio on the web

subsribed to by users -- RSS delivers feed automatically
blogs
started as place for personal reflection

posts are individual entries

can be commented on by any visitor to site

powerful personal content management spaces

instant publishing

educational possibilities: eportfolios, course conversation, class notes mgt., team work spaces, etc.
collective authoring - "wiki"
collective content collaboration
open and editable by community

wikipedia: community created resource with little governance

used to enhance everything from project mgt., team writing assignments, intranet spaces