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Chapter1 e-marketing.ppt

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Chapter1 e-marketing.ppt

  1. 1. Introduction to E-marketing
  2. 2. Chapter 1 Introduction to E-marketing
  3. 3. Learning Objectives
  4. 4. Emarketing • Three forms of e-marketing – Marketing over IP – Interactive marketing – Mobile marketing
  5. 5. Marketing over IP • Any marketing activity depending on connection to the internet – Websites – Twitter, Facebook – Youtube videos – E-mail – Virtual worlds – Movie trailers on Xbox Live
  6. 6. Interactive marketing • Marketing through Interactive systems which are – Not internet connected – Not mobile connected • Kiosks, preloaded media, USB drives, demo CDs, Digital Televisions
  7. 7. Mobile Marketing • Marketing using the distinctive mobile phone communication tools such as – Bluetooth – MMS – SMS – Geolocation – GPRS/3G • Featured in Chapter 13 (Week #)
  8. 8. Marketing versus e-marketing • Hypermediated communication – Can the customer communicate with the company? – Can the company communicate with the customer? – Can the communication be act on by others? – Does it need technology for communication to take place?
  9. 9. E-commerce • It’s not e-marketing – Broader domain of electronic mediated business activity • Bank networks for ATMs/EFTPOS • RFID tags for warehouse inventory • Automated inventory control – The internet, commerce and technology are more versatile than just e-marketing applications
  10. 10. The Internet A component parts view
  11. 11. The Internet • Four component parts – Infrastructure – Exchange – Interaction – Environment http://xkcd.com/195/
  12. 12. Components of the Internet • Infrastructure – The physical elements of the internet • Servers • Cable • Wireless routers • Physical objects • Exchange – Software protocols • HTTP • TCP/IP • FTP • torrent: • VOIP • SMTP
  13. 13. Components of the Internet • Interaction – Human to Human • Virtual presence • Interpersonal communication • Shared goods of value • Most of Chapter 9 • Environment – Humanising the unfamiliar – Virtual geography – Virtual economy – Places, spaces and metaphors
  14. 14. Network of Networks (infrastructure and exchange) • Network neutrality – Equal right of transfer for all network traffic from any origin • Chapter 15 • Blockage as damage – Information wants to be free to move
  15. 15. Virtual Geography • Subdividing the internet into conceptual slices – Cyberspace – Marketspace / marketplace – Virtual Geographic Boundaries – Virtual Worlds
  16. 16. Cyberspace Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts ... A graphical representation of data abstracted from the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the non-space of the mind, clusters and constellations of data. Like city lights, receding...
  17. 17. Marketspace • Marketspace – Parallel digitial world to the physical world of the marketspace – Exchange of knowledge and information which overlays physical world events • Checking in at foursquare • Cash withdrawal at the ATM • Travelcard at the train station
  18. 18. Virtual Geography (infrastructure + environment) • The ways and means of accessing sections of the internet – FTP file servers – Web servers – MMO Game servers • Major influence on – distribution strategies – Consumer behaviour – Cybercommunity – Market segmentation – Off web
  19. 19. Figure 1.3: XKCD Map of the Internet 1.0
  20. 20. Internet Geography.
  21. 21. Virtual Worlds • Self contained isolated regions of the internet – Text based (MUD, MUSH, MOO) – 2D/3D (MMO, Warcraft, Halo) – Second Life – XboxLive. Sony Home.
  22. 22. Virtual economy (interaction + environment) • One part of the bigger environment – One very replaceable part • Components – E-business environment – E-marketing – Virtual product
  23. 23. E-business • Covers the non consumer behaviour transactions – Business to Business • Procurement – Business to Government • Open Government Iniative Data – Government to Citizen • Online tax returns – Citizen to Government • Government 2.0
  24. 24. emarketing • Three areas – Marketing metrics from data trails (chapter 10) – High profile marketing activity (chapter 10) – Low profile marketing insight leading to • product development • User experience
  25. 25. Virtual product • Introduction to Product Theory (Chapter 6)
  26. 26. Virtual Product • Virtual goods – Files, downloads, software, apps, virtual world assets • Services – Search, chat, e-mail, calendars • Experiences – Conversations, interpersonal interaction • Content – Ideas, knowledge, thought
  27. 27. Virtual Presence (exchange + interaction) • Telepresence – Sense of being physically present elsewhere whilst using a virtual environment • Flow state – A focused state of mind on the tasks and interaction involved in the virtual presence which creates a seamless experience without attention to the passage of time. • Cybercommunity (Chapter 9)
  28. 28. History of the Internet
  29. 29. In the beginning… • The Pre-Commerce Phase – 1950s to the 1990s – 40 years without commercialization • The Commerce Phase – 1990s to now • Post Commerce Phase – Still possible in the future
  30. 30. Landmarks • World Wide Web – V1.0: 1993 – V2.0: 2004 – V3.0: Coming soon • The Internet provides… – Network access (1950s to 1990s) – Desktop Functionality (1990s to 2010) – Cloud computing (2010 - )
  31. 31. Economic Milestones • The DotCom Boom (v1.0) – “The Rules Do Not Apply” • The DotCom Bust (v1.0) – “Apparently the Rules did Apply” • DotCom Boom 2.0 – Web2.0, seed funding and venture capital • Global Financial Crisis – The fundamentals apparently weren’t all right.
  32. 32. The Parameters of the Book “At the time of writing”
  33. 33. Liberty City, Population: You – Liberty 1: You, yours and ours – Liberty 2: You know something about your computer – Liberty 3: You’re up for a bit of innovation
  34. 34. Authorial Assumptions – Assumption 1: You’re going to read something marked “READ ME FIRST” – Assumption 2: Safety first e-marketing. – Assumption 2: Things will go wrong. – Assumption 3: Mistakes will be made – Assumption 4: You’ll be willing to pay what something is worth
  35. 35. Conclusion

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