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Fluid movement in the cochlea causes
Virtual Consumption
Virtual consumption refers to the buying or usage of digital products and services through online platforms, often simulating real-world shopping experiences.
C2C
Consumer-to-consumer, a form of commerce where individuals trade, buy, or sell goods and services among themselves, typically facilitated by third-party platforms online.
U-Commerce
Stands for ubiquitous commerce, referring to the ability to conduct transactions anytime, anywhere, using various devices and technologies.
Consumer Trends
Patterns or movements observed in consumers' buying behavior over time, reflecting changes in preferences or social dynamics.
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