And let's not also forget the BC doesn't fully exist in mobile. Buy a new handset and all your old handset peripheral like the dock and car jack and such stop working because the connector has been changed. People are having to buy new stuff to support their upgrades all the time.
I think it's easier to relate to incompatibility on a hardware basis as a customer when you see that the part just doesn't physically fit anymore. Even so, headsets have been compatible over various devices for a long time now (the technology and unified interface is called bluetooth and in other cases, simply [micro|mini]-USB). The exception might be the iPhone where the propriertary interfaces are a hassle, but also a very lucrative market for those that produce accessories. For a long time though, at least iphone3-4s (if I'm not mistaken) were pretty much compatible from a hardware point of view. It just changed with iPhone5 and I would except them to continue this.
I don't think there's much analogy between PC/mobile and consoles. Consoles are a dedicated box where owners are used to leaving the old behind.
Why has Microsoft all these years stuck with legacy components throughout all their OSs (since pretty much Windows95/98) to remain compatible with most of old software? In order to keep their monopoly and their influence - because if they had started from scratch every single time they launched a newer version of Windows, they'd be losing a lot of customers or making themselves vulnerable to other competitors gaining a foothold in their market. Backwards/Forwards-compatibility ensured on a grand scale that it was easy for their cusotmers to upgrade to their new OS while still being able to use the old software. Continuity is the key word here.
Continuity that I think will become more and more important in console games as well. As my image further up shows, games are reaching some sort of dimishing returns. Now, I don't mean that on a pixel level, which there are enough technically minded here to argue otherwise, but more in a broader sense in that game development costs are rising and that at some point, visuals might still be improving, but not on the scale that we have seen before when we went from pixelated shimmering mess we used to call games to relatively high image quality rendered frames. When the difference between console generations become smaller, people will want to have good reasons to upgrade to newer, more expensive hardware. And every single console launch without backwards-compatibility - you are vulnerable to lose existing marketshare if you can't bind your customers to your platform. Backwards-compatibility somewhat does this, so does linking them to an eco-system.
Take the Android/iPhone/Windows eco system; As an Android user, I have probably invested into upwards of 20 programs I purchased and use on my phone. Continuing with an Android phone means I get to keep using those 20 programs even if I buy a new phone. I have gone through this process now already 3 times - From a LG Optimus Speed 2x, to a Samsung Galaxy S3 and now a HTC One M8. That's 3 different OS revisions (Gingerbread [2.3] -> ICS [4.04] -> JellyBean [4.2.2]). All programs, even down to the silly Angry Birds, work.
Why would I switch to lets say, an identical phone using Windows, if I would have to repurchase all my programs?
I might consider it for different reasons, lets say if the phone was better or suddenly the other OS does something which I have always wanted, but I will always stack it against my existing investments that I made. At some point, it will be crucial for console makers to go the same route, or else they will risk not only losing customers to eachself (Sony to Microsoft or vice-versa), but potentially to other uprising markets as well (Smartphones, Tablets).