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Mattel built a game around a calculator processor and a row of red light-emitting diodes, producing what is generally recognized as the first fully electronic handheld game. It sold well enough to create a category.
Portable electronic play began here, and it began in the toy business rather than the computer or arcade industries. That origin mattered. Handhelds were priced, packaged and sold like toys for decades, which is why they reached children who would never be allowed near an arcade and households that owned no console.
Too many competing machines, an unmanageable flood of low-quality cartridges and no gatekeeping produced a severe collapse in the North American home console market, from which it did not recover until Nintendo arrived.
Here the industry learned that unlimited supply can destroy demand. Platform holders concluded that curation, licensing control and manufacturing choke points were survival tools rather than optional refinements, and that structure governed console business models for the next thirty years.