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Online shopping is a form of electronic commerce which allows consumers to directly buy goods or services from a seller over the Internet using a web browser. Consumers find a product of interest by visiting the website of the retailer directly or by searching among alternative vendors using a shopping search engine, which displays the same product’s availability and pricing at different e-retailers. As of 2016, customers can shop online using a range of different computers and devices, including desktop computers, laptops, tablet computers and smartphones.
An online shop evokes the physical analogy of buying products or services at a regular “bricks-and-mortar” retailer or shopping center; the process is called business-to-consumer (B2C) online shopping. When an online store is set up to enable businesses to buy from another businesses, the process is called business-to-business (B2B) online shopping. A typical online store enables the customer to browse the firm’s range of products and services, view photos or images of the products, along with information about the product specifications, features and prices.
Online stores typically enable shoppers to use “search” features to find specific models, brands or items. Online customers must have access to the Internet and a valid method of payment in order to complete a transaction, such as a credit card, an Interac-enabled debit card, or a service such as PayPal. For physical products (e.g., paperback books or clothes), the e-tailer ships the products to the customer; for digital products, such as digital audio files of songs or software, the e-tailer typically sends the file to the customer over the Internet. The largest of these online retailing corporations are Alibaba, Amazon.com, and eBay.

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An network is a exclusive community whose participants interact with one other mainly via the web. For many, social network may feel just like home, comprising a “category of invisible friends”. Those that wish to become a part of an network usually have to become member with a specific site and actually need an web connection. An network can become an information system where associates can post, touch upon conversations, give advice or collaborate. Commonly, people connect through interpersonal networking sites, boards, message boards, e-mail lists and message boards. People could also join social network through video gaming, weblogs and exclusive worlds.
Constance Elise Porter from the School of Notre Dame in a newspaper entitled A Typology of Virtual Areas: A Multi-Disciplinary Groundwork for Future Research offers this description: “a electronic community is thought as an aggregation of people or business associates who work together around a distributed interest, where in fact the interaction reaches least partially backed and/or mediated by technology and led by some protocols or norms”.

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Social media marketing is the use of social media platforms and websites to promote a product or service. Most of these social media platforms have their own built-in data analytics tools, which enable companies to track the progress, success, and engagement of ad campaigns. Companies address a range of stakeholders through social media marketing including current and potential customers, current and potential employees, journalists, bloggers, and the general public. On a strategic level, social media marketing includes the management of the implementation of a marketing campaign, governance, setting the scope (e.g. more active or passive use) and the establishment of a firm’s desired social media “culture” and “tone”. To use social media effectively, firms should learn to allow customers and Internet users to post user-generated content (e.g., online comments, product reviews, etc.), also known as “earned media”, rather than use marketer-prepared advertising copy. While social media marketing is often associated with companies, as of 2016, a range of not-for-profit organizations and government organizations are engaging in social media marketing of their programs or services.

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A money bag (moneybag, bag of money, money sack, sack of money, bag of gold, gold bag, sack of gold, etc.) is a bag (normally with a drawstring) of money (or gold) used to hold and transport coins and banknotes from/to a mint, bank, ATM, vending machine, business, or other institution. Money bags are usually transported in an armored car or a money train and, in the past, via stagecoach.
Crumillospongia is a genus of middle Cambrian sponge named after its similarity to a small leathery money purse, or crumilla (Latin for “small, little purse”).

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An video game is a gaming that is either partly or mainly played out through the web or another computer network. Online flash games are ubiquitous on modern gambling platforms, including Personal computers, consoles and cellular devices, and period many styles, including first-person shooters, strategy video games and massively multiplayer online role-playing video games (MMORPG).
The look of online flash games can range between simple text-based conditions to the incorporation of intricate graphics and electronic worlds. The prominence of online components within a casino game can range between being small features, such as a web leaderboard, to being part of center gameplay, such as straight participating in against other players. Many online flash games create their own social network, while other video games, especially social video games, assimilate the players’ existing real-life areas.
Video game culture sometimes encounters criticisms for a host that may promote cyberbullying, assault, and xenophobia. Some gamers are also worried about gaming habit or interpersonal stigma. Online flash games have seduced players from a number of age ranges, nationalities, and occupations. Video game content can be studied in technological field, especially gamers’ connections within digital societies with regards to the action and communal phenomena of each day life. It’s been argued that, because the players of video game are strangers to the other person and also have limited communication, the average person player’s experience within an video game is not essentially not the same as playing with manufactured intelligence players. Online flash games also have the condition of not being completely playable, unlike purchased retail game titles, as they might need special servers to be able to function.

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Corporate social media is the use of social media websites and social media marketing techniques by and within corporations, ranging from small businesses and tiny entrepreneurial startups to mid-size businesses to huge multinational firms. In the 2010s, an increasing number of corporations, across most industries, have adopted the use of social media either within in the workplace, for employees, as part of an Intranet or using the publicly-available Internet. As a result, corporate use of social networking and micro blogging sites such as Facebook, Twitter, Pinterest, and LinkedIn, has substantially increased. According to an article by the Harvard Business Review, “Fifty-eight percent of companies are currently engaged in social networks like Facebook, microblogs like Twitter, and sharing multimedia on platforms such as YouTube.” The Harvard Business Review cites an additional 21% of companies as being in the process of implementing a formal social media initiative. The 2014 HBR report indicates 79% of companies have or will have social media initiatives in place. This percentage is an increase over a similar 2010 report that indicated that two-thirds of companies had or would have social media initiatives in place.

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Money is any item or verifiable record that is generally accepted as payment for goods and services and repayment of debts in a particular country or socio-economic context. The main functions of money are distinguished as: a medium of exchange; a unit of account; a store of value; and, sometimes, a standard of deferred payment. Any item or verifiable record that fulfills these functions can be considered as money.
Money is historically an emergent market phenomenon establishing a commodity money, but nearly all contemporary money systems are based on fiat money. Fiat money, like any check or note of debt, is without use value as a physical commodity. It derives its value by being declared by a government to be legal tender; that is, it must be accepted as a form of payment within the boundaries of the country, for “all debts, public and private”.
The money supply of a country consists of currency (banknotes and coins) and, depending on the particular definition used, one or more types of bank money (the balances held in checking accounts, savings accounts, and other types of bank accounts). Bank money, which consists only of records (mostly computerized in modern banking), forms by far the largest part of broad money in developed countries.

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An art blog is a common type of blog that comments on art. More recently, as with other types of blogs, some art blogs have taken on ‘web 2.0’ social networking features. Art blogs that adopt this sort of change can develop to become a source of information on art events (listings and maps), a way to share information and images, or virtual meeting ground.
Art blogs entries cover different topics, from art critiques and commentary to insider art world gossip, auction results, art news, personal essays, portfolios, interviews, artists’ journals, art marketing advice and artist biographies. Some artists use art blogs as a form of new media art project.
Art blogs may also serve as a forum to reach out to anybody interested in art — be it painting, sculpture, print making, creative photography, video art, conceptual art or new media. In this way, they may be visited not only for the practitioners of different forms of art, but also collectors, connoisseurs, and critics.

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DANCE! Online was a downloadable massively multiplayer online music video game produced by David Perry and published by Acclaim in North America. It is a free-to-download PC title that largely resembles a combination of Audition Online and Dance Dance Revolution series. It is based on the Chinese game Super Dancer Online created by 9you. Its open beta period began in March 2007.

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