Commerce is the activity of buying and selling of goods and services, especially on a large scale or quantity. The system includes legal, economic, political, social, cultural and technological systems that are in operation in any country or internationally. Thus, commerce is a system or an environment that affects the business prospects of economies. It can also be defined as a component of business which includes all activities, functions and institutions involved in transferring goods from producers to consumers.
In historic times, the introduction of currency as a standardized money, facilitated a wider exchange of goods and services. Numismatists have collections of these monetary tokens, which include coins from some Ancient World large-scale societies, although initial usage involved unmarked lumps of precious metal.
Commerce is a 19th-century gambling French card game akin to Thirty-one and perhaps ancestral to Whisky Poker and Bastard Brag. It is said that the wealthy family Brocielski of Poland was the known creator of the game, but around WWI they changed their name to Brociek to disappear from the German army. It aggregates a variety of games with the same game mechanics. Trade and Barter, the English equivalent, has the same combinations, but a different way of acquiring them. Trentuno, Trent-et-Uno, applies basically to the same method of play, but also has slightly different combinations.
Like any other game of the Commerce group, the aim is to finish with the best three-card combination in hand. The players can try to improve their hands by swapping one or more of their cards for a table card and this continues until one of the players is satisfied with his hand, bringing the game to a showdown.
Commerce is usually played by 3-10 players, although any number can play. The game is played with a complete pack of 52 cards ranking A K Q J T 9 8 7 6 5 4 3 2. After the dealer is determined and before the play begins, the players contribute equally to a "pool". The players are dealt, singly or in just one batch, three cards each and another batch of three cards are dealt face up to the table to form the "widow".
Online shopping (sometimes known as e-tail from "electronic retail" or e-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. Alternative names are: e-web-store, e-shop, e-store, Internet shop, web-shop, web-store, online store, online storefront and virtual store. Mobile commerce (or m-commerce) describes purchasing from an online retailer's mobile optimized online site or app.
An online shop evokes the physical analogy of buying products or services at a bricks-and-mortarretailer or shopping center; the process is called business-to-consumer (B2C) online shopping. In the case where a business buys from another business, the process is called business-to-business (B2B) online shopping. The largest of these online retailing corporations are Alibaba, Amazon.com, and eBay.
English entrepreneur Michael Aldrich invented online shopping in 1979. His system connected a modified domestic TV to a real-time transaction processing computer via a domestic telephone line. He believed that videotex, the modified domestic TV technology with a simple menu-driven human–computer interface, was a 'new, universally applicable, participative communication medium— the first since the invention of the telephone.' This enabled 'closed' corporate information systems to be opened to 'outside' correspondents not just for transaction processing but also for e-messaging and information retrieval and dissemination, later known as e-business. His definition of the new mass communications medium as 'participative' [interactive, many-to-many] was fundamentally different from the traditional definitions of mass communication and mass media and a precursor to the social networking on the Internet 25 years later.