Sunday, October 12, 2008

1992 Behavioral Elements

Shopping Behavior
- Mall of America opened in 1992 in Minnesota


- Americas largest mall spreading over 78 acres(APCTH)


- Toy Sales were increased to 15 billion dollars in 1993, showing us that there was less disposable income in

--> Analysis: With less disposable income, mall developers and store owners needed to think of a way to not only sell their products, but attract patrons as well. Less disposable income means less money to use on shopping. The mall of America was a great innovation because a shopper is more willing to travel and shop at a mall that is an architectural achievement as well. Any patron can get there shopping done all in one place and see all of the attractions the mall has to offer. A mall of this size has something for everyone. The mall is four stories high and is complete with an amusement park. For an average family that might not have as much disposable income as they used to the Mall of America can be a very cost efficient way to spend a day. The Mall of America is the definition of one stop shopping, which attracted people from all around.


Technology Advancements
- Internet made public in 1992, use throughout the decade increases exponentially

- “The increase in the internet during the decade was staggering. Largely made public in 1992…” (APCTH)

- Id software a videogame company founded by John Romero begins business and creates the first ever first-person shooter video game Wolfstein 3D. (APCTH)

- Video games became more popular and started consuming more time. In 1992, Sega released first CD Driven consol “early step in technology that would revolutionize not only electronic games, but computer operations in general.” (APCTH)

- First video telephone produced by AT & T for $1,499 http://www.thepeoplehistory.com/1992.html

-->Analysis: Internet was with out a doubt the year’s most influential innovation. This display of forward thinking was just a sign of what the future would hold. In my opinion the internet is one of the most notable behavioral changes in 1992. Information that was hard to dig for became right at the fingertips of many businesses and families. Technological advancements in the videogame industry brought out the inner fantasy. People can now play interactive shooting games from their homes. The first video telephone is just another sample of the communication gap closing throughout the world.


Family Time
- High school drop out rate of less than 6% (APCTH)

- $1.05 for gas, road trips are popular http://www.thepeoplehistory.com/1992.html

- More concerned about health, first nicotine patch is created to help stop smoking. People began to do more outdoor activities: hiking, camping, and backpacking.

- Sportswear became more easily accessible and more fashionable

-->Analysis: The high school drop out rate shows us how important education was, and how determined the average family was to graduate their children. This family bond of 1992 can also be seen with road trips. A road trip brings families together during this time.
Gas prices also allows for more outdoor adventure. Outdoor sportswear is more accessible and fashionable. This advancement give people who our outdoor enthusiasts a more practical clothing option. The advancement of health and the family staying together is also seen with the creation of a nicotine patch. People realize smoking can cause disease and want to keep themselves healthy for their family.


Activities
- Georgia Superdome in Atlanta, Georgia is completed. The dome has the worlds largest cable supported fabric roof. http://www.thepeoplehistory.com/1992.html

- Tae-Bo was created as a new, and foreign way to exercise, and began with only a few followers

- In television, Real World debuted and became one of the longest running reality TV shows, now on its 21st season (APCTH)

-->Analysis: Based on the out-of-the-box advancements in 1992, such as Tae Bo, the internet, and the Real World, you can tell that people began to try new things during this year. Although Tae bo would have been deemed weird before, people began to dip their feet in the water and attempt new and exciting ways to see the world.

Internet Sources Used:

http://www.spiritus-temporis.com/1992/
http://www.vh1.com/shows/dyn/i_love_the_90s/76714/episode_about.jhtml
http://www.bea.gov/scb/pdf/NATIONAL/Inputout/1998/0798ied.pdf
http://www.census.gov/epcd/www/92result.html
http://www.thepeoplehistory.com/1992.html
http://www.uta.fi/FAST/US7/REF/popsport.html

Books Used:
“American Popular Culture Through History: The 1900’s.” Oxoby, Marc.

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