Earlier quoted context omitted.
> If we go further back in time, mobile phones were bricks used only by business people [...] But they were widely used by business people, and I’m assuming that was an important aspect of permeating into the other demographics. To me, what happened with cellphones is similar to what happened with personal computers. It first entered households of people that needed them for work, and as the tech evolved, so did thei…
> But they were widely used by business people, and I’m assuming that was an important aspect of permeating into the other demographics. Similarly to how VR headsets are used by gamers and tech enthusiasts today. Just like VR for gaming, not everyone was willing to pay exhorbitant prices to lug around a briefcase of a phone, and use it only for poor quality phone calls. > AR/VR devices are attempting this the other w…
I'm not the poster you're replying to, but I think you've missed their point here.
Market penetration of mobile phones was (initially) driven by the advantages they provided as a work tool. This growing market that was willing to pay helped drive the cost vs. utility down to the point where non-business use cases became viable.
Goggles with screens in them have had a very different history. There are exceedingly few people/careers who have gotten a good ROI from buying and using a headset, so most sales are driven by entertainment (and a small number of enthusiasts).
Apple (and Meta) can definitely continue to subsidize the development of this technology to bring the price down, but expanding from a niche market for entertainment devices to a market of professional tools is the opposite of what's worked for new technologies in the past.