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Mobile Commerce
M-Commerce is the buying and selling of goods and services through wireless handheld devices. M-Commerce is the process of paying for services using a mobile phone or personal organizer.
Key drivers - > huge smartphone penetration fueling Here & Now mobile lifestyle
History
Mobile Commerce Services were first delivered in 1997, when the first two mobile-phone enabled Coca Cola vending machines were installed in the Helsinki area in Finland. They used SMS text messages to send the payment to the vending machines. In 1997 also the first mobile phone based was launched by Merita also using SMS. In 1998, the first digital content sales were made possible as downloads to mobile phones when the first commercial downloadable ringing tones were launched in Finland by Radionlinja. In 1999, two major national commercial platforms for m-commerce were launched with the introduction of a national m-payments system by Smart as Smart Money in the Philippines and the launch of the first mobile internet platform by NTT DoCoMo in Japan, called i-Mode. In 2000, Mobile commerce related services spread rapidly from Norway launching mobile parking, Austria offering mobile tickets to trains, and Japan offering mobile purchases of airline tickets.
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TRANSACTION OVERVIEW
Transaction part II
Information services
Mobile banking
Mobile Browsing
Mobile Purchase
Mobile Ticketing
Mobile Ticketing is the process where the customers can order, pay for, obtain
and validate tickets from any location and at any time using Mobile phones .
Tickets can be booked and cancelled on the mobile device with the help of simple application downloads. Delivery of tickets to mobile phones can be done in the form of a SMS or by a MMS.
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Mobile Tickets can be purchased in a variety of ways including online, via text messaging or in a secure mobile application. Mobile Ticketing is used in many applications like: 1. Airline ticketing 2. Cinema ticketing 3. Railway & Bus ticketing 4. Concert/Event ticketing 5. Consumer voucher distribution
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Information services
A wide variety of information services can be
delivered to mobile phone users in much the same way as it is delivered to PCs. These services include: News Stock quotes Sports scores Traffic reporting
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Mobile banking
Banks and other financial institutions
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Contd..
Mobile Banking Services are: 1. Mini-statements and checking of account history 2. Checking the balance 3. Recent transactions 4. PIN provision, Change of PIN and reminder over
the Internet
5. Cash-in, cash-out transactions on an ATM
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Location-based services
The location of the mobile phone user is an important piece of information
used during Mobile Commerce or MCommerce transactions. Knowing the location of the user allows for location-based services such as: 1. Local discount offers 2. Tracking and monitoring of people
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Types of M-marketing and advertising: Mobile Web Poster SMS advertising MMS advertising Mobile games Mobile videos Audio Advertisements
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Payment Process:
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Mobile Wallets
A mobile wallet based payment strategy deals with how, where and when the payments can be accepted and processed using the users wallet accounts. A mobile wallet payment option includes the following: Prepaid Here the users top up their mobile wallet accounts upfront and such mobile wallet accounts are used to make the payments in context of the mobile sales transactions. Post-paid In this case, a users mobile wallet account is linked to his or her carrier billing account. The mobile sales transactions are paid with the users mobile wallet account, which in turn is charged to the associated mobile billing account that is usually paid on a monthly or quarterly basis. Card linked mobile wallets In this mobile wallet strategy, the mobile wallet accounts are linked to users debit or credit cards. In a mobile sales transaction, with card linked mobile wallet payment, the final payment is made from the wallet 26 account that is linked to users cards.
Advantages
Advantages of M-Commerce are:
Portability Instant connectivity Mobility Personalization Localization
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Disadvantages
Small screens of most devices still limit types of file and data transfer (i.e. streaming videos, etc.) Use of graphics limited User interface is often difficult to learn how to use Speed Limited storage capacity of devices
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