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Introduction to E-marketing
Chapter 1
Introduction to E-marketing
Learning Objectives
Emarketing
• Three forms of e-marketing
– Marketing over IP
– Interactive marketing
– Mobile marketing
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
Interactive marketing
• Marketing through Interactive systems
which are
– Not internet connected
– Not mobile connected
• Kiosks, preloaded media, USB drives,
demo CDs, Digital Televisions
Mobile Marketing
• Marketing using the distinctive mobile
phone communication tools such as
– Bluetooth
– MMS
– SMS
– Geolocation
– GPRS/3G
• Featured in Chapter 13 (Week #)
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?
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
The Internet
A component parts view
The Internet
• Four component parts
– Infrastructure
– Exchange
– Interaction
– Environment
http://xkcd.com/195/
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
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
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
Virtual Geography
• Subdividing the
internet into
conceptual slices
– Cyberspace
– Marketspace /
marketplace
– Virtual Geographic
Boundaries
– Virtual Worlds
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...
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
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
Figure 1.3: XKCD Map of the
Internet 1.0
Internet Geography.
Virtual Worlds
• Self contained isolated regions of the
internet
– Text based (MUD, MUSH, MOO)
– 2D/3D (MMO, Warcraft, Halo)
– Second Life
– XboxLive. Sony Home.
Virtual economy
(interaction + environment)
• One part of the bigger environment
– One very replaceable part
• Components
– E-business environment
– E-marketing
– Virtual product
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
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
Virtual product
• Introduction to Product Theory (Chapter 6)
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
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)
History of the Internet
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
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 - )
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.
The Parameters of the Book
“At the time of writing”
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
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
Conclusion

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Chapter1 e-marketing.ppt

  • 4. Emarketing • Three forms of e-marketing – Marketing over IP – Interactive marketing – Mobile marketing
  • 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. Interactive marketing • Marketing through Interactive systems which are – Not internet connected – Not mobile connected • Kiosks, preloaded media, USB drives, demo CDs, Digital Televisions
  • 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. 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.
  • 10. 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
  • 12. The Internet • Four component parts – Infrastructure – Exchange – Interaction – Environment http://xkcd.com/195/
  • 13. 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
  • 14. 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
  • 15.
  • 16. 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
  • 17. Virtual Geography • Subdividing the internet into conceptual slices – Cyberspace – Marketspace / marketplace – Virtual Geographic Boundaries – Virtual Worlds
  • 18. 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...
  • 19. 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
  • 20. 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
  • 21. Figure 1.3: XKCD Map of the Internet 1.0
  • 23. Virtual Worlds • Self contained isolated regions of the internet – Text based (MUD, MUSH, MOO) – 2D/3D (MMO, Warcraft, Halo) – Second Life – XboxLive. Sony Home.
  • 24. Virtual economy (interaction + environment) • One part of the bigger environment – One very replaceable part • Components – E-business environment – E-marketing – Virtual product
  • 25. 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
  • 26. 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
  • 27. Virtual product • Introduction to Product Theory (Chapter 6)
  • 28. 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
  • 29. 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)
  • 30. History of the Internet
  • 31. 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
  • 32. 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 - )
  • 33. 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.
  • 34. The Parameters of the Book “At the time of writing”
  • 35. 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
  • 36. 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