"e-commerce"

Magento vs OpenCart vs Prestashop

- E-Commerce

magento vs prestashop vs opencartPrestaShop is a free and open source solution for e-commerce stores. Among its supported payment gateways are DirecPay, Authorize.Net, Google Checkout, Skrill and, of course, PayPal. The system contains over 250 features and more than 1000 add-ons for different areas of activity. The main features of PrestaShop are:

  • unlimited product inventory management

  • multi-store management

  • fully customizable templates

  • promotion rules

  • layered navigation

  • unlimited currencies

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Magento vs Shopify

- E-Commerce

Shopify has been in business since 2006. During last 8 years company gathered about 50 thousand online retailers. Shopify has proprietary code, which is available only among company’s developers. Magento exists since 2008, but in 2011 it was purchased by Ebay. Unlike Shopify –  Magento is open source.

magento vs shopify 2014

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Sellvana – a new open source eCommerce platform

- E-Commerce

Sellvana vs MagentoSellvana is a new open source eCommerce platform, which is minimalistic in both the code and the structure. It works on Fulleron – the own PHP Framework. The framework is used to define structure, events, mvc logic, etc. Minimalism and simplicity are also dominant features of the database structure. App is divided into few logical areas: admin, frontend, cron, api. The System of Sellvana is modular. Each function is represented with a separate module with all the necessary stuff within one folder: views, models, javascripts and data. All the components are triggered through main manifest file and main class. Moreover, every module can be turned off.

Sellvana vs Magento UPD (16.04.2014): A brand new marketplace is coming soon

UPD (02.05.2014): Introduction to Sellvana Module Development Webinar 

UPD (10.07.2014): Sellvana Theming Webinar 

UPD (12.06.2015): Sellvana Public Alpha has been released

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E-Commerce: Upgrading to 3.0

- E-Commerce

E-Commerce 3.0E-сommerce is gradually updating to version 3.0. What does it mean? What were the previous versions? And what are the features of the new one? In this post, we will try give the answers to these questions. The formation of e-commerce can be conditionally divided into three stages. The process itself is still unfinished, and e-commerce is going to get a lot of new forms and updates in the next couple of years. Some of them are obvious (like appearance of gamification and integration into mobile devices) while others are still unpredictable, but we can state with the confidence that all this changes are key elements of e-commerce 3.0 and further versions. For the better understanding of the stage as a particular and the phenomena as a whole, let’s start with versions 1.0 and 2.0.

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What is E-Commerce in end of 2013

- E-Commerce

Today you hear a lot about electronic commerce (or just E-Commerce) and even use this term in your everyday conversations, but do you know its full meaning? Chances that you know only a part of it are high, so get ready for the deeper study – in this post you will find information about the essence of e-commerce.

e-commerce

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What is Gamification?

- E-Commerce

Gamification is a new trend which has its roots far back in history. Over the centuries, the role of games in teaching children was very important. This process had a plethora of forms, but it is hard to imagine that its essence will change. The term “gamification” first appeared in 2002. The authorship belongs to Nick Pelling – a British-born computer programmer and inventor. But what is gamification actually? It is the use of design techniques, game mechanics, and other attributes in non-game contexts in order to drive game-like player behavior. Besides mechanics and design techniques, the other game attributes include gaming psychology, scripts and storytelling, social activities and other aspects of games. In their turn, social activities consist of public statuses, titles, leaderboards and other similar stuff. The term “non-game contexts” includes education, customer engagement, work, volunteerism, fitness and health, community participation, E-Commerce, etc. In its turn “game-like player behavior” implies such things as interaction, engagement, competition, learning, collaboration, addiction, awareness, etc.

gamification what is

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