The Disposable Vape Conundrum
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Unlike standard vaping kits, disposable vapes have for some reason been bestowed with the increasingly centralized "specialty feature" to discern themselves amongst the sea of similar competitors. Despite innately being made for short term use, disposables have gone from existing as simple sample sized versions of longer use pod systems to bizarrely unique electronic devices with pre-filled e-juice as only one feature opposed to its sole use.
First developing key features like an expanded pod tank to increase juice levels & puff count to an adjustable airflow switch to control vape intensity, later devices began to incorporate legitimate technological feats to compliment the user experience like LED display screens to track & indicate juice & battery levels, surpassing the features of even long term kits. Eventually, these features evolved from helpful add-ons to more entertainment properties from built-in video games to animated display screens. Finally, in the most excessive display, devices like the CraftBox V-Touch and the Airfuze Smart managed to work in a mobile phone component, turning the disposable vape into a full on working smart phone complete with features like call functionality and social media integration making them nearly indistinguishable as legitimate companion pieces.
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What Happened to the Cell Phone Vape?
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More of these cell phone vapes would continue to enter the market like the Hello Synix 30K and the South Connect 35K by North, teasing that this functionality wasn't just a gimmick, but an established new standard that was here to say. But before any of these devices could even coalesce, the smart device trend appeared to cease almost as quickly as it had began. And shortly after, similar gimmick vapes also seemed to decline in production as well, with subsequent devices focused more on essential components like vape efficiency and expanded controls rather than the glitz and glam of whether or not your vape could also function like your cellphone or favorite gaming console.
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As unique and fun as these extensions were, it's also not much of a surprise to understand why both vape manufacturers and consumers alike decided not to support them further. For producers, the imminent issues with such devices were their higher development costs plus the increased risk of a potential product ban from regulatory agencies like the FDA due to their marketing appeal to minors and other non-smoking or nicotine consuming demographics. If the intended use of a disposable vape is for harm reduction or cessation, why then install features that make the devices more appealing, thus expanding their potential usage to those who aren't trying to quit smoking or vaping in the first place. For consumers, the issues are similar. Due to the added technical functions, the average price of these devices is generally slightly higher to their non-gimmick counterparts and then there's the practical usage, which becomes pointless if the user already has a cellular device or media player of their own, with much more capable performance and reliability than a cheaply manufactured vape.
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Simplicity is Key
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In the end, the abruptness with which this small segment of vapes was discontinued should be a surprise to no one at all. After the initial curiosity played out and ran its course, all that was left was a mere gimmick. With the continued popularity and sales dominance of items like the Geek Bar Pulse or Digiflavor Sky, which emphasize accessibility and flavor quality, vape users showed manufacturers what's really key and at the heart of their interests in these products.
Today, the short lived trend of phone, video game and other gimmick-based vapes teaches a simple but profound lesson as to what it is consumers are really truly after, and that is a really good product. No amount of bells or whistles could prove that wrong.

