Page 18 - Introduction to Electronic Commerce and Social Commerce
P. 18
Contents xix
6.5 Mobile Entertainment, Gaming, Consumer Services,
and Mobile Marketing ........................................... 178
Overview of Mobile Entertainment ................................. 178
Mobile Streaming Music and Video Providers ........................ 179
Entertainment in Cars ........................................... 179
Mobile Games ................................................. 179
Mobile Gambling ............................................... 179
Mobility and Sports ............................................. 180
Service Industry Consumer Applications ............................. 180
Mobile Marketing: Shopping and Advertising. . . . . . . . . . . . . . . . . . . . . . . . . 181
6.6 Ubiquitous (Pervasive) Computing ................................. 182
Overview of Ubiquitous Computing ................................ 182
From Theory to Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183
Case 6.1: EC Application: Big Data Analysis at INRIX Help People
Avoid Traffic Jams .................................................. 183
Implementation Issues in Ubiquitous Computing ...................... 184
6.7 The Internet of Things and M-Commerce ............................ 185
The Essentials of IoT ............................................ 185
The Structure of IoT Applications .................................. 185
The Major Benefits of IoT ........................................ 185
The Drivers of IoT .............................................. 186
How the IoT Works ............................................. 186
Illustrative Examples of Applications ............................... 186
Smart Homes and Appliances ..................................... 187
Smart Cities ................................................... 188
Smart Cars .................................................... 188
6.8 Wearable Computing and Smart Gadgets: Watches, Fitness Trackers,
and Glasses .................................................... 188
Wearable Computing Applications and Devices ....................... 188
Enterprise Wearables ............................................ 189
Smartwatches .................................................. 189
Fitness (Activity) Trackers ........................................ 189
Digital (Smart) Glasses .......................................... 190
6.9 Implementation Issues in Mobile Commerce: From Security
and Privacy to Barriers to M-Commerce ............................. 190
M-Commerce Security and Privacy Issues ........................... 190
Technological Barriers to M-Commerce ............................. 191
Failures in Mobile Computing and M-Commerce ...................... 191
Ethical, Legal, Privacy, and Health Issues in M-Commerce .............. 191
Enterprise Mobility Management .................................. 192
Managerial Issues ................................................... 192
Summary .......................................................... 193
Closing Case: Motorola Enterprise: Wireless Solutions
for a Hospital and a Manufacturer ...................................... 196
References ......................................................... 197
7 Social Commerce: Foundations, Social Marketing, and Advertising ........ 201
Opening Case: How Sony Uses Social Media for Improving CRM ............. 201
7.1 Social Commerce: Definitions and Evolution ......................... 203
Definitions .................................................... 203
The Evolution of Social Commerce ................................. 203
7.2 The Content of the Social Commerce Field ........................... 204