Skip to main content

Mobile Commerce and the Internet of Things

  • Chapter
  • First Online:
Book cover Introduction to Electronic Commerce and Social Commerce

Part of the book series: Springer Texts in Business and Economics ((STBE))

Abstract

Upon completion of this chapter, you will be able to:

  1. 1.

    Discuss the value-added attributes, benefits, and fundamental drivers of m-commerce.

  2. 2.

    Describe the mobile computing infrastructure that supports m-commerce (devices, software, and services).

  3. 3.

    Discuss m-commerce applications in banking and financial services.

  4. 4.

    Describe enterprise mobility applications.

  5. 5.

    Describe consumer and personal applications of m-commerce, including entertainment.

  6. 6.

    Define and describe ubiquitous computing and sensory networks.

  7. 7.

    Describe the Internet of Things and its major smart applications.

  8. 8.

    Describe wearables, Google Glass, smartwatches, and fitness trackers.

  9. 9.

    Describe the major implementation issues from security and privacy to barriers of m-commerce.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

Download references

Author information

Authors and Affiliations

Authors

Electronic Supplementary Material

Glossary

Context-aware computing 

A technology that is capable in predicting people’s needs and providing fulfillment options (sometimes even before a request by the end user is made).

Enterprise mobility

 The people and technology (e.g., devices and networks) that enable mobile computing applications within the enterprise.

Intelligent personal assistants

 An application that uses AI to understand spoken natural languages.

Interactive voice response (IVR)

 A voice support application system that enables users to interact by telephone (of any kind) with a computerized system to request and receive information.

Internet of Things (IoT)

 A situation where many objects (people, animals, items) with embedded microprocessors are connected mostly wirelessly to the Internet.

Mobile app

 A software application developed specifically for use on small, wireless computing devices, such as smartphones and tablets, rather than desktop or laptop computers.

Mobile banking (m-banking)

 A term used to describe the conducting of banking activities via a mobile device (mostly by texting, or via mobile website).

Mobile commerce (m-commerce; m-business)

 Conducting e-commerce by using mobile devices and wireless networks.

Mobile enterprise

 Mobile applications conducted by enterprises to improve the operations of the employees, facilities, and relevant supply chains, within the enterprise and with its business partners.

Mobile entertainment

 Any entertainment delivered on mobile devices over wireless networks or that interacts with mobile service providers.

Mobile portal

 A gateway to the Internet from mobile devices.

Mobile worker

 Any employee who is away from his or her primary work space at least 10 h a week (or 25% of the time).

Multimedia messaging service (MMS)

 The new type of wireless messaging, delivering rich media content, such as video, images, and audio to mobile devices. MMS is an extension of SMS (no extra charge with an SMS “bundle”). It allows for longer messages than with SMS.

Pervasive computing

 Computing capabilities that are embedded in the environment but typically are not mobile.

Radio frequency identification (RFID)

 A short-range radio frequency communication technology for wirelessly identifying and tracking tags attached to objects.

Short message service (SMS)

 A service that supports the transmittal of short text messages (up to 140–160 characters) between wireless devices.

Smartphone

 A mobile phone with Internet access and PC-like functionality.

Smart grid

 An electricity network managed by utilizing digital technology.

Smartwatch

 A computerized wrist watch with functionality that is enhanced beyond timekeeping. Today, smartwatches are wearable computers. Many run mobile apps, using a mobile operating system.

Ubiquitous computing (ubicom)

 Computing capabilities embedded into a relevant system, usually not visible, which may be mobile or stationary.

Voice portal

 A website with an audio interface that can be accessed through a telephone call.

Wireless mobile computing (mobile computing)

 A computing solution where computing is done using mobile devices at any place connected to a wireless network.

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer International Publishing AG

About this chapter

Cite this chapter

Turban, E., Whiteside, J., King, D., Outland, J. (2017). Mobile Commerce and the Internet of Things. In: Introduction to Electronic Commerce and Social Commerce. Springer Texts in Business and Economics. Springer, Cham. https://doi.org/10.1007/978-3-319-50091-1_6

Download citation

Publish with us

Policies and ethics