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E-COM_QUIZ 1

Total questions: 81

Worksheet time: 4hrs 3mins

Name
Class
Date
1.

Using the Internet and intranets to purchase, sell, transport, or trade data, goods, or services.

a)

E-Commerce

b)

E-Market

c)

E-business

d)

E-Government

2.
refers to a broader definition of EC, not just the buying and selling of goods and services, but conducting all kinds of business online such as servicing customers, collaborating with business partners, delivering e-learning, and conducting electronic transactions within an organization.
a)
E-business
b)
Electronic commerce
c)
Digital business
d)
Online business
3.
an online location where buyers and sellers conduct commercial transaction such as selling goods, services, or information
a)

E-Marketplace

b)

E-Market

c)

E-Commerce

d)

E-business

4.
Electronic markets are connected to sellers and buyers via the
a)
Web
b)
Virtual channels
c)
Internet
d)
Digital networks
5.
an internal corporate or government network that uses Internet tools, such as Web browsers, and Internet protocols
a)
Internet
b)
Extranet
c)
Enterprise network
d)
Intranet
6.
a network that uses Internet technology to link intranets of several organizations in a secure manner.
a)
Extranet
b)
VPN
c)
Internet
d)
Intranet
7.
refers to transactions between and among organizations
a)
Business-to-consumer (B2C) EC
b)
Business-to-business (B2B) EC
c)
Business-to-business-to-consumer (B2B2C) EC
d)
Consumer-to-business (C2B)
8.
includes retail transactions of products or services from businesses to individual shoppers
a)
Business-to-business (B2B) EC
b)
Business-to-business-to-consumer (B2B2C) EC
c)
Business-to-consumer (B2C) EC
d)
Consumer-to-business (C2B)
9.
a business (B1) sells a product to another business (B2). B2 then sells, or gives away, the product to individuals who may be B2’s own customers or employees.
a)
Business-to-business (B2B) EC
b)
Business-to-consumer (B2C) EC
c)
Consumer-to-business (C2B)
d)
Business-to-business-to-consumer (B2B2C) EC
10.
people use the Internet to sell products or services to individuals and organizations. Alternatively, individuals use C2B to bid on products or services.
a)
Consumer-to-business (C2B)
b)
Business-to-business (B2B) EC
c)
Business-to-consumer (B2C) EC
d)
Business-to-business-to-consumer (B2B2C) EC
11.
E-Commerce category that refers to EC transactions among various organizational departments and individuals.
a)
Business-to-employees (B2E)
b)
Intrabusiness EC
c)
Consumer-to-business (C2B)
d)
Business-to-business (B2B) EC
12.
category refers to the delivery of services, information, or products from organizations to their employees
a)
Intrabusiness EC
b)
Consumer-to-business (C2B)
c)
Business-to-employees (B2E)
d)
Business-to-business (B2B) EC
13.
E-commerce category in which individual consumers sell to or buy from other consumers
a)
Intrabusiness EC
b)
Consumer-to-business (C2B)
c)
Business-to-employees (B2E)
d)
Consumer-to-consumer (C2C)
14.
refers to online activities and communications done by parties working to attain the same goal.
a)
Collaborative commerce (c-commerce)
b)
Intrabusiness EC
c)
Consumer-to-business (C2B)
d)
Business-to-employees (B2E)
15.
EC, a government agency buys or provides goods, services, or information from or to businesses (G2B) or from or to individual citizens (G2C). Governments can deal also with other governments (G2G).
a)

E-Task Force

b)

E-government

c)

E-Agency

d)

E-Department

16.
Computing systems that involve social interactions and behavior
a)
Collaborative commerce (c-commerce)
b)
HCI
c)
Social computing
d)
Social media
17.
Involves user generated online text, image, audio, and video content that are delivered via Web 2.0 platforms and tools. The media is used primarily for social interactions and conversations such as to share opinions, experiences, insights, and perceptions and to collaborate, all online
a)
Web 2.0
b)
Social networking
c)
Social commerce
d)
Social media
18.
the second generation of Internet-based tools and services that enables users to easily generate content, share media, and communicate and collaborate, in innovative ways.
a)
Web 2.0
b)
Social networking
c)
Social commerce
d)
Social media
19.
the execution of any Web 2.0 activity, such as blogging or having a presence in a social network. It also includes all activities conducted in social networks.
a)
Web 2.0
b)
Social networking
c)
Social commerce
d)
Social media
20.
The e-commerce activities conducted in social networks by using social software
a)

F-commerce

b)

Social Network

c)

Social commerce

d)

E-commerce

21.
a 3-D computer-based simulated environment built and owned by its residents. In addition to creating buildings, people can create and share cars, clothes, etc
a)
Digitization
b)
Virtualization
c)
Virtual reality
d)
Virtual world
22.
An economy that is based on online transactions, mostly e-commerce. Also called the Internet economy
a)
Digital economy
b)
Online economy
c)
E-commerce economy
d)
Digitization
23.
an economic system constructed around the concept of sharing goods and services among the participating people
a)
Relief Goods
b)
Sharing economy
c)
Peer to Peer
d)
Shared Memory
24.
is a new business model that uses IT to gain competitive advantage by increasing employee productivity, improving efficiency and effectiveness of business processes, and better interactivity between vendors and customers.
a)
IT-enabled
b)
E-business
c)
Digital enterprise
d)
Sharing economy
25.
“an organization that has put in place the strategies, technologies and processes to systematically engage all the individuals of its ecosystem (employees, customers, partners, suppliers) to maximize the co-created value.” (Social Business Forum 2012)
a)

E-business

b)

E-Commerce

c)

Social Network

d)

Social business

26.

members of social networks who share opinions about products, services, and vendors, do online social shopping, and understand their rights and how to use the wisdom and power of social communities to their benefit.

a)

Social (digital) customers

b)

Online community members

c)

Consumer networkers

d)

Social business

27.
Purely physical organizations (corporations) doing business offline
a)
Click-and-mortar (click-and-brick) organization
b)
Brick-and-mortar (old economy) organizations
c)
Consumer networkers
d)
Social business
28.
Organizations that conduct some e-commerce activities, usually as an additional marketing channel
a)
Social customers
b)
Brick-and-mortar (old economy) organizations
c)
Click-and-mortar (click-and-brick) organization
d)
Social business
29.
gateway for customers, employees, and partners to reach corporate information and to communicate with the company.
a)
Enterprise portal
b)
Business gateway
c)
Mobile portal
d)
Corporate portal
30.
Standards of right and wrong.
a)
Ethics
b)
Moral compass
c)
Guiding principles
d)
Code of conduct
31.
Rapidly increasing commercial activities conducted on or facilitated by Facebook.
a)

Social commerce

b)

F-commerce

c)

E-commerce

d)

Social network

32.
These organizations embrace the main goal of focusing on social issues. The enterprises generate revenue. The profi ts do not go to owners and shareholders, but are put back into the company and used toward building positive social change
a)

Collaborative commerce (c-commerce)

b)

Business model

c)

Social enterprise

d)

Social (digital) customers)

33.
A social entity composed of nodes (which are generally individuals, groups, or organizations) that are connected by links such as hobbies, friendship or profession. The structures are often very complex
a)

Social business

b)

E-business

c)

E-Commerce

d)

Social network

34.
A service that builds online communities by providing an online space for people to build free homepages and that provides basic communication and support tools for conducting different activities in the social network.
a)
Social networking service (SNS
b)
Online community members
c)
Homepage buider
d)
Social network
35.
System through which large organizational buyers make large volume or large-value purchases (also known as a reverse auction).
a)
e-Procurement system
b)
Tendering (bidding) system
c)
B2B e-commerce
d)
Social network
36.
Refers to the benefits, including the intangible ones that a company hopes to derive from using its business model
a)
Business value
b)
Strategic value
c)
Value proposition
d)
ROI
37.
Organizations that conduct their business activities solely online.
a)
Bartering exchange
b)
Strategic value
c)
Value proposition
d)
Virtual (pure-play) organizations
38.
A marketplace where an intermediary arranges barter transactions
a)
Bartering exchange
b)
Trade exchange
c)
E-shopping
d)
E-mall (online mall)
39.
an electronic space where sellers and buyers meet and conduct different types of transactions
a)
Electronic auction (e-auction)
b)
E-marketplace
c)
E-shopping
d)
E-mall (online mall)
40.
The place where customers interact with a marketspace. The major components of the front end can include the seller’s portal, electronic catalogs, a shopping cart, a search engine, an auction engine, a payment gateway, and all other activities related to placing orders.
a)
Online shopping interface
b)
E-marketplace
c)
Front end
d)
Back end
41.
Where activities that are related to order aggregation and fulfillment, inventory management, purchasing from suppliers, accounting and fi nance, insurance, payment processing, packaging, and delivery
a)
Payment processing and security
b)
Accounting and finance system
c)
Front end
d)
Back end
42.

Goods that can be transformed to digital format

a)

Digital products

b)

Demand Product

c)

AI Products

d)

Avatar

43.
a third party that operates between sellers and buyers
a)
Crowdsourcing
b)
Intermediary
c)
Business-oriented social network
d)
Disintermediation
44.
place where a company sells either standard or customized products to individuals (B2C) or to businesses (B2B); this type of selling is considered to be one-to-many.
a)
Internet store
b)
E-commerce marketplace
c)
Sell-side e-marketplace
d)
Buy-side e-marketplace
45.
where a company purchases from many potential suppliers; this type of purchasing is considered to be many-to-one, and it is a B2B activity.
a)

Disintermediation

b)

Crowdsourcing

c)

Business-oriented social network

d)

Buy-side e-marketplace

46.
a single company’s (or individual seller’s) website where products and services are sold
a)
Web store (storefront)
b)
Web Shop
c)
Web Service
d)
Web portal
47.
A single point of access, through a Web browser, to critical business information located inside and outside organizations.
a)
Enterprise portal
b)
Web (Information) Portals
c)
Mobile portals
d)
Voice portals
48.
Are portals that are accessible from mobile devices
a)
Enterprise portal
b)
Web (Information) Portals
c)
Mobile portals
d)
Voice portals
49.
A portal with audio interfaces that can be accessed by telephone or cell phone
a)
Enterprise portal
b)
Web (Information) Portals
c)
Mobile portals
d)
Voice portals
50.
the presentation of product information in electronic form; the backbone of most e-commerce sales sites
a)
E-catalogs
b)
Electronic Flyer
c)
Electronic Browser
d)
Electronic shopping cart
51.
describes the search for information within the fi les and databases of an organization.
a)
Dynamic Search
b)
Enterprise Search
c)
User Search
d)
PC Search
52.
the search of a user’s own computer files. The search is done by looking through all the information that is available on the user’s PC
a)
Dynamic Search
b)
Enterprise Search
c)
Desktop Search
d)
PC Search
53.
software that allows customers to accumulate items they wish to buy before they arrange payment and check out
a)
Electronic Browser
b)
Electronic Flyer
c)
E-catalog
d)
Electronic shopping cart
54.
prices that are not fixed, but are allowed to fluctuate, and are determined by supply and demand
a)
User Pricing
b)
Dynamic pricing
c)
Desktop pricing
d)
Web Pricing
55.
an auction where a seller entertains bids from multiple buyers
a)
Penny auction
b)
Back auction
c)
Forward auction
d)
Reverse auction
56.
Auction in which the buyer places an item for bid (tender) on a request for quote (RFQ) system, potential suppliers bid on the job, with the price reducing sequentially, and the lowest bid wins; primarily a B2B or G2B mechanism.
a)
Double auction
b)
Penny auction
c)
e-Auction
d)
Reverse auction (bidding or tendering system)
57.
An auction in which multiple buyers and their bidding prices are matched with multiple sellers and their asking prices, considering the quantities on both sides.
a)
Double auction
b)
Penny auction
c)
e-Auction
d)
Reverse auction (bidding or tendering system)
58.
new type of online forward auction in which participants must pay a small nonrefundable fee each time they place a bid (usually in small increments above the previous bid). When time expires, the last participant to have placed a bid wins the item and also pays the final bid price.
a)
Double auction
b)
Penny auction
c)
e-Auction
d)
Reverse auction (bidding or tendering system)
59.
the exchange of goods and services
a)
Commerce
b)
Trade exchange
c)
Bartering
d)
Business transactions
60.
bartering conducted online, usually in a bartering exchange
a)
Online Exchange
b)
Web bartering
c)
Online buying and selling
d)
E-bartering (electronic bartering)
61.
A community where the interaction takes place over a computer network, mainly the Internet.
a)
Virtual community
b)
Business-oriented social network
c)
Crowdsourcing
d)
Disintermediation
62.
a social network whose primary objective is to facilitate business
a)
Buy-side e-marketplace
b)
Business-oriented social network
c)
Crowdsourcing
d)
Disintermediation
63.
A site for online communities in a computer-generated setting where users socialize and work with one another through the use of avatars. The creation of objects, jobs, homes, and businesses in the 3D environment is the foundation of these worlds and is fun and satisfying.
a)
Buy-side e-marketplace
b)
Business-oriented social network
c)
Virtual world
d)
Disintermediation
64.
Interactive, animated, computerized characters designed to look like humans and are programmed to exhibit people’s behavior.
a)
Virtual characters
b)
Computer-generated characters
c)
Digital humans
d)
Avatars
65.
“a live, copy, view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data”.
a)
Augmented reality
b)
Mixed reality
c)
Computer-enchanced reality
d)
Virtual overlay
66.
Utilizing crowds to collectively execute tasks such as solving problems, innovating, or getting large projects done by dividing the work among many people
a)
Collective problem solving
b)
Crowdsourcing
c)
Collective intelligence
d)
Digital humans
67.
term used to describe the future of the World Wide Web. It is projected to deliver a new generation of business applications that will see business and social computing converge.
a)
Semantic web
b)
Intelligent web
c)
Web 3.0
d)
Web 4.0
68.
The Web generation after Web 3.0. It is still an unknown entity. However, it is envisioned as being based on islands of intelligence and as being ubiquitous
a)
Semantic web
b)
Intelligent web
c)
Web 3.0
d)
Web 4.0
69.
Elimination of intermediaries between sellers and buyers because they offer only services that can be fully automated.
a)
Disintermediation
b)
D2C EC
c)
Peer to Peer
d)
Automated marketplaces
70.
Uniform/Universal Resource Locator
a)
E-distributor
b)
URL
c)
Peer to Peer
d)
Automated marketplaces
71.
An entity that basically aggregates product information from many manufacturers, sometimes thousands of them, in the e-distributor’s catalog.
a)
Product aggregator
b)
Marketplace provider
c)
E-distributor
d)
E-catalog
72.
An online shopping center where many online stores present their catalogs.
a)
Online retail park
b)
Internet shopping plaza
c)
E-distributor
d)
E-mall (online mall)
73.
An auction conducted online.
a)
Electronic auction (e-auction)
b)
Mobile social networking
c)
Internet shopping plaza
d)
E-distributor
74.
Social networking where members converse and connect with one another using any mobile device
a)

Business social networking

b)

Mobile social networking

c)

Information social networking

d)

Enterprise social networking

75.
Auction model in which a would-be buyer specifi es the price (and other terms) he or she is willing to pay to any willing and able seller. It is a C2B model that was pioneered by Priceline.com.
a)
Demand-driven auction
b)
Reverse auction
c)
Name-your-own-price model
d)
Consumer-controlled auction
76.
A computer program that can access databases of Internet resources, search for specific information or keywords, and report the results.
a)
Web crawler
b)
Internet search program
c)
Online search tool
d)
Search engine
77.
A group of methods that focuses on machines (in contrast with Web 2.0 that focuses on people), trying to enable machines to understand the semantics (i.e., the meaning) of information using natural language understanding tools.
a)
Semantic Web
b)
AI-enabled web
c)
Data-driven web
d)
Web crawler
78.
A retailer that conducts business exclusively in the physical world.
a)
Click-and-mortar retailer
b)
Brick-and-mortar retailer
79.
Refers to the case in which online sales damage the wellbeing of existing channel partner.
a)
Retailer erosion
b)
Partner erosion
c)
Channel conflict
d)
Web crawler
80.
combination of both the traditional retailer and an online store.
a)
Click-and-mortar retailer
b)
Brick-and-mortar retailer
81.

The manner in which business is done to generate revenue and create value.

a)

Social enterprise

b)

Social (digital) customers

c)

Business model

d)

Collaborative commerce (c-commerce)