From Here To Ubiquity - Industry Trend or Event
Industry Standard, The, June, 2001 by David Lake
LOW PRICES HELPED DVD SETA RECORD FOR NEW-GADGET ADOPTION.
In 1972, Sony introduced the first home videocassette recorder in the United States, the U-Matic. Two years later, the company logged sales of 34,000, with an average wholesale price of almost $600 -- the equivalent of more than $2,000 today. By 1988, the average wholesale price for VCRs had plummeted to $265 -- about $400 today -- and more than half of U.S. homes had purchased one. Now, of course, a VCR retails for less than $100. You can practically buy one at the checkout counter of your local supermarket. And 94 percent of U.S. homes have one.
The VCR is, in the language of the academy, an innovation that has fully diffused. It is almost as common as refrigerators and telephones.
Still, it took a quarter of a century for that to happen -- an eternity by today's standards. Consider newer technologies like the cell phone, which wormed its way into 10 percent of U.S. homes in nine years. Or think of the breakneck adoption speed of DVD, widely regarded as the most successful format launch in consumer electronics history.
Many of the devices generating media buzz today -- digital cameras, personal video recorders, MP3 players -- have yet to hit the 10 percent adoption mark. In fact, handheld computers and MiniDisc players aren't even tracked yet by the Consumer Electronics Association. And the road to ubiquity is littered with flameouts. (Remember laserdiscs?)
Why is it that some of the newer consumer electronics gadgets are catching fire faster than the older ones?
A key factor to consider is price. Manufacturers have yet to find a magic formula to tie price levels to product acceptance.
But the rapid acceptance of the DVD and many other consumer electronics is clearly related to an equally rapid reduction in price. The average wholesale price of a DVD player in 1997 was almost $490. Today, the average device sells for less than $200. Two years ago, just 3 percent of American households had one. That's increased fivefold, and analysts expect sales to continue growing rapidly.
Traditionally, the industry priced its wares based on development costs, including product research and manufacturing expenses. Those costs were passed on to consumers, slowing the rate at which prices fell.
As technology cycles accelerate, manufacturers no longer have the luxury of waiting a few decades to find the optimum price or to recoup initial costs. A different pricing model is gaining momentum. Instead of waiting to lower prices, the industry is taking an early hit on profits and setting cut-rate prices to generate enough demand to eventually make a profit.
Slashing costs to gain market share is nothing new. Says InfoTech Research analyst Ted Pine, "the Internet took this idea to a greater extreme." And as many Web pure-plays proved, such an approach can be a winner-takes-nothing strategy. If a company prices its product to the mass market and consumers don't buy it, that firm is out of luck.
Of course, if nobody wants the thing in the first place, price is the least of your problems.
DVD Quickly Reached 10 Percent, but TV
Reached the Masses Faster
Years for Devices To Reach Selected
Adoption Levels
10 Percent of U.S. Households
DVD 4
Black-and-white TV 5
Personal computer 5
CD player 6
Cordless telephone 6
Cell phone 9
Pager 9
VCR deck 11
Color TV 14
Source: Consumer Electronics
Association, January 2001
Note: Table made from bar graph
25 Percent of U.S. Households
Black-and-white TV 6
CD player 9
Pager 11
Cordless telephone 11
Cell phone 12
Personal computer 12
VCR deck 13
Color TV 16
Note: Table made from bar graph
50 Percent of U.S. Households
Black-and-white TV 9
CD player 12
VCR deck 15
Cordless telephone 15
Cell phone 16
Color TV 20
Personal computer 21
Note: Table made from bar graph
Sales to Top $100 Billion in 2002
U.S. Consumer Electronics Manufacturer
Sales
1996 N/A $68.1
1997 6% $71.9
1998 5% $75.8
1999 8% $81.9
2000 10% $90.1
2001 [*] 8% $95.6
2002 [*] 6% $101.8
2003 [*] 7% $108.7
2004 [*] 7% $116.5
(*.)Projected Source: Consumer
Electronics Association January 2001
Note: Table made from bar graph
TV, Radio and VCRs Are Most Common
Current U.S. Household Adoption Rates
for Selected Products
Television 98%
Home radio 98%
VCR 94%
Answering machine 77%
Cellular phones 59%
Personal computer 58%
Home CD player 57%
Modem 55%
Pager 40%
Camcorder 39%
DVD 15%
Source: Consumer Electronics
Association, January 2001
Note: Table made from bar graph
Many High-Tech Devices Have Yet to Reach
60 Percent of Homes
U.S. Household Adoption and Manufacturer
Sales for Selected High-Tech Consumer
Electronics
Year Introduced U.S. Household
Adoption
Device to Consumers 1998 1999
Gaming hardware 1972 40% 42%
Personal computer 1975 48% 54%
Computer printer 1978 44% 49%
Modem 1980 38% 51%
Cellular phone 1983 44% 51%
Digital camera 1995 2% 4%
Set-top Internet access device 1996 1% 2%
DYD player 1997 1% 5%
MP3 player 1998 N/A N/A
Personal video recorder 1996 0% 0%
Manufacturer Sales
to U.S. [*]
Device 2000 2000
Gaming hardware 44% $2.7
Personal computer 58% $16.4
Computer printer 54% $5.1
Modem 55% $1.6
Cellular phone 59% $3.2
Digital camera 8% $2.3
Set-top Internet access device 3% $0.2
DYD player 15% $1.7
MP3 player 5% $0.2
Personal video recorder 1% $0.6
Device 2001 (projected)
Gaming hardware $3.2
Personal computer $16.6
Computer printer $4.8
Modem $1.4
Cellular phone $3.7
Digital camera $2.9
Set-top Internet access device $0.2
DYD player $2.4
MP3 player $0.2
Personal video recorder $1.0
Adoption of handheld computers and
MiniDiscs players not yet gathered by
the CEA. (*)In billions. Source:
Consumer Electronics Association,
January 2001
Americans Want Their DYDs ...
Percent of Consumers Likely to Buy
DVD 17%
Digital broadcast satellite 12%
Interactive TV 10%
Web terminal 9%
Portable handheld device 9%
MP3 player 9%
internet gaming console 8%
But Not Electronic Books
Percent of Consumers Unlikely to Buy
MP3 player for car 87%
Electronic book 86%
Screenphone 82%
Internet tablet 82%
High-definition TV 81%
Internet gaming console 76%
Based on a survey of 1,000 U.S. adults
who rated their likelihood to buy each
device on a five-point scale.
Source: IDC, March 2001
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