Birth of the Small Screen: Part II
In my previous post, I covered why I believe that the transistor radio is a direct parent of the small screen. It had all of the modern day components that create success: portability, choice of content and convenience. Following in those footsteps, where the transistor left off, the Walkman took it to the next level, personalization.
The Sony Walkman debuted in 1979. It really took the next form of personalizing the experience with audio cassettes. However, Sony really wasn't the first. A portable personal stereo audio cassette player, called Stereobelt, was first invented by the German-Brazilian Andreas Pavel in 1972. Pavel filed a patent for his Stereobelt in Italy in 1977, followed by patent applications in the U.S., Germany, the United Kingdom and Japan by the end of 1978. Later, a lawsuit filed and ultimately won by Pavel rumors an award of more than 10-million dollars. Nevertheless, all the glory belonged to Sony who continues to market personal music devices under the Walkman name.
The most important thing facet the Walkman brought with it was personalization. Personalization is different than choice of content. Choice of content is the ability to choose from a range of predetermined content. Personlization is choosing and experiencing your content. The Walkman allowed personalization and a 1:1 experience, created by you. It simply extended the path that was created by the transistor radio. Can anyone say mix tape?
It wasn't just music. All types of industries were beginning to see the opportunity of the smaller screen.
While people were experiencing the music of choice, other technologies were starting to emerge on the small screen. Portable gaming devices were beginning to explode in the late 1970's and early 1980's. The first version of Mattel's Classic Football came out in 1977. They weren't expecting many sales, less than 100k. By mid-1978, they were selling about 500k per week. The small screen was coming of age and the range of personalization and choice was being delivered by the gaming industry from home consoles, like the Atari 2600, to even watches of the time. Admittedly during this time, portable gaming personalization was fairly limited. Most portable devices were single game devices, ie a single game on a single device. Yet, they were still crazy popular.
What may have taken the portable music world greater than 20-years to hit mass, the gaming industry would hit in about 10-years. In 1989, the first Gameboy was introduced in Japan. Soon after it was introduced in the US and soon it sold over 32-million units. This was a major advancement, like the Walkman, that allowed convenience, choice of content, portability and personalization.
Music and gaming were clearly contributors to the small screen, but they were also doing something else. They were grooming an economic model that still exists today. You pour out dollars for the system, but the real dollar spent is spent on content after the initial investment. These devices were not cheap (they still aren't). I still remember buying the first version of Major League Baseball in 1988. As I recall, it was $74. Adjusted for inflation, that is over $130 today. Arguably, you could say that records laid the groundwork for content model here. However, I think gaming really raised the economic bar significantly and also groomed consumer behavior for more frequent upgrades, think Atari 2600 to NES.
At this point, consumers are beginning to expect all the principles that are driving to the small screen, personalization, choice of content, portability and convenience. They are used to shelling out a good deal of cash and getting used to more frequent upgrades. However, up to this point, we're talking about about largely developed economies and cultures. You're not going to find portable gaming in the rural parts of China or Africa in the mid-1980's. Heck, you probably won't find a TV at that time and still may not even today. However, all of that changed with the mobile phone.
In my next post, I'll explore why the mobile phone is the "killer application" and why mobile phones appeal to people that live on less than $2 a day.
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