《精编》电子商务名词解释

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1、1.e-commerce :The process of buying, selling, or exchanging products, services, or information via computer;2.e-business:A broader definition of EC that includes not just the buying and selling of goods and services, but also servicing customers, collaborating with business partners, and conducting

2、electronic transactions within an organization;3.brick-and-mortar (old economy) organizations:Old-economy organizations (corporations) that perform their primary business off-line, selling physical products by means of physical agents;4.virtual (pure-play) organizations:Organizations that conduct th

3、eir business activities solely online;5.click-and-mortar (click-and-brick) organizations:Organizations that conduct some e-commerce activities, usually as an additional marketing channel;6.electronic market (e-marketplace):An online marketplace where buyers and sellers meet to exchange goods, servic

4、es, money, or information;7.Interorganizational information systems (IOSs):Communications systems that allow routine transaction processing and information flow between two or more organizations;8.Intraorganizational information systems:Communication systems that enable e-commerce activities to go o

5、n within individual organizations;9.intranet:An internal corporate or government network that uses Internet tools, such as Web browsers, and Internet protocols;10.extranet:A network that uses the Internet to link multiple intranets;11.business-to-business (B2B):E-commerce model in which all of the p

6、articipants are businesses or other organizations;12.business-to-consumer (B2C):E-commerce model in which businesses sell to individual shoppers;13.business-to-business-to-consumer (B2B2C):E-commerce model in which a business provides some product or service to a client business that maintains its o

7、wn customers;14.consumer-to-business (C2B):E-commerce model in which individuals use the Internet to sell products or services to organizations or individuals who seek sellers to bid on products or services they need;15.e-tailing:Online retailing, usually B2C;16.intrabusiness EC:E-commerce category

8、that includes all internal organizational activities that involve the exchange of goods, services, or information among various units and individuals in an organization;17.business-to-employees (B2E):E-commerce model in which an organization delivers services, information, or products to its individ

9、ual employees;18.consumer-to-consumer(C2C):E-commerce model in which consumers sell directly to other consumers;19.collaborative commerce (c-commerce):E-commerce model in which individuals or groups communicate or collaborate online;20.e-learning:The online delivery of information for purposes of tr

10、aining or education;21.e-government:E-commerce model in which a government entity buys or provides goods, services, or information from or to businesses or individual citizens;22.social computing:An approach aimed at making the human-computer interface more natural;23.Web 2.0:The second-generation o

11、f Internet-based services that let people collaborate and share information online in new ways, such as social networking sites, wikis, communication tools, and folksonomies;24.social network:A category of Internet applications that help connect friends, business partners, or individuals with specif

12、ic interests by providing free services such as photo presentations, e-mail, blogging, and so on using a variety of tools;25.social network service (SNS):A service that builds online communities by providing an online space for people to build free homepages and that provides basic communication and

13、 support tools for conducting different activities in the social network;26.social networking:The creation or sponsoring of a social network service and any activity, such as blogging, done in a social network ;27.enterprise-oriented networks:Social networks whose primary objective is to facilitate

14、business;28.virtual world:A user-defined world in which people can interact, play, and do business. The most publicized virtual world is Second Life;29.digital economy:An economy that is based on digital technologies, including digital communication networks, computers, software, and other related i

15、nformation technologies; also called the Internet economy, the new economy, or the Web economy;30.digital enterprise:A new business model that uses IT in a fundamental way to accomplish one or more of three basic objectives: reach and engage customers more effectively, boost employee productivity, a

16、nd improve operating efficiency. It uses converged communication and computing technology in a way that improves business processes;31.corporate portal:A major gateway through which employees, business partners, and the public can enter a corporate Web site;32.business model:A method of doing business by which a company can generate revenue to sustain itself;33.revenue model:sales,transaction fees,subscription fees,advertising fe

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