IB Digital Society - Paper 1 - Section 3: Content (3.5: Media)
Key ideas: Digital media are:
defined by the convergence of computing, communication and content.
created and distributed through multiple channels and platforms
associated with significant opportunities and dilemmas in digital society
Media: any communication channel that serves as a medium to enable information to reach a wide group of people.
Some types of media include: print media (published newspapers, books) and mass media (news channel on TV and radio)
With the widespread use and availability of internet, our media consumption has moved online, which is known as;
Digital media: information (such as video, audio, images and other content) which is consumed online. Additionally, information can also be created, encoded and stored before sharing.
Anytime a user accesses a website or app, it is either consuming or creating media.
Media and Web 1.0
In the early days of the internet, digital media mostly consisted of web pages which contained text and images.
As bandwidth increased, the internet had the ability to host video, animation and audio recordings.
Although digital technology changed the speed and volume of media it still fulfilled its traditional role - entertain, educate and be a channel for public discussion.
Media and Web 2.0
Introduction of Web 2.0 technologies such as blogs, podcasts, wikis and social media.
Enabled increase in volume of user-generated content and changed the way the public perceived local and global news.
Real-World Example: News from Social Media
2010: CNN reported that 75% of surveyed users got their news from email and social media platforms (Facebook, Twitter).
This prompted media companies to adapt, seeking trending subjects and employing hashtags
Trending: topics which experience a sudden surge in popularity on social media for a limited amount of time.
Hashtag: word or phrase used to classify or categorize the accompanying text. Preceded by (#) symbol.
2015: Traditional media companies were producing more content targeted at social media, especially live video streaming.
Real-World Example: First Viral Meme (1996)
Animation of a baby dancing, created by graphic designer Michael Girard.
The animation was created to demonstrate the capabilities of software but soon converted into a gif and shared.
Memes can easily gain popularity through social media. They have developed from political or cultural topics to anything that is funny or relatable.
Media and Web 3.0
The advent of artificial intelligence has influenced the media industry, from content creator to consumer experience.
Content Creation
Content creation and our ability to manipulate images, audio and video has been possible due to the advancement in artificial intelligence, cloud computing and graphics technology.
Tools which are able to face-swap (superimposing one face into another) or lip-sync, are readily available and often referred as deepfake;
Deepfake: synthetic media created with the use of deep learning and/or artificial intelligence.
Initially, the tools had innocent uses, such as the popularity of face-swapping filters in Snapchat. However, malicious uses of deepfake have contributed to fake news;
Fake news: false or misleading information presented as news.
Deepfake used for fake news have the aim of damaging reputations, fabricating evidence and defrauding the public.
Real-World Example: INVISIBLE Music Video (2021)
Band Duran Duran teamed up with Nested Mind to generate a music video using artificial intelligence.
The artificial intelligence used lyrics, pictures, music and other information in order to create the video
Real-World Example: UK Energy Firm (2019)
An unnamed UK company was tricked into transferring £220,000 (US$260,000) after they received a deepfake audio technology impersonating the CEO.
Real-World Example: Jordan Peele impersonation (2018)
Actor Jordan Peele worked with Buzzfeed to create a deep fake video of Barack Obama.
The video intention was to raise awareness about the potential harm of deepfakes in spreading fake news.
Artificial intelligence and the consumer’s media experience
Artificial intelligence can be used positively by media companies to predict demand and adjust their media production.
For example, Netflix can use it to offer recommendations, therefore enhancing the user experience.
Media companies still need to search for ways to effectively manage data which can train artificial intelligence algorithms.
Electronic games
The electronic games industry is another digital technology which has evolved alongside social media.
The development of internet-enabled gaming consoles and personals computers has enabled the game industry;
To reach untapped audiences - such as senior citizens or middle-aged adults who play games on their smartphones
Create a lucrative industry - ESports had grown since 2000, and in 2019 a US$ 100 million prize was awarded at the Fortnite World Cup.
Additionally, the wide use of platforms such as YouTube and Twitch have supported the growth of professional gamers.
Although digital media serves the same purpose as traditional media (entertain, educate, provide platform for expression), it has some unique characteristics like:
Rapid sharing: either through uploading (e.g. a video on YouTube) or reposting it (e.g. X (formerly Twitter).
Efficient storage: data can be stored in one place, due to development of storage technologies. For instance, a user can store mobile phone data in cloud computing while using social media.
Interactivity: media is more engaging due to interactive media in web design, which could potentially motivate users to revisit web pages, post comments and make recommendations to friends.
This is different from traditional media which is ‘one way’ - audiences could receive media but could not respond or interact.
Non-linear content or hypertextuality: Webpages use hyperlinks, which allows users to click and visit pages, giving them the option to navigate media how they want and in any order.
Traditional media used to be linear and media companies dictated how users navigate media.
Global networks: users can interact more globally - they can pool sources together more easily and have a wider range of sources of information.
Virtual: users can communicate virtually through a range of technologies and in different ways, choosing how to present themselves.
Convergence of digital media: users now communicate using more than one form of digital media at once.
Examples: calls, which can include voice and live video or message, which include text, voice message, emojis or an image.
Digital media can go beyond user interactivity and provide immersive experiences for users in a virtual life, based on simulations.
Virtual reality (VR)
Definition: a simulation that provides a completely immersive environment for the user.
Users typically use a virtual reality headset, goggles or can make a headset out of cardboard at home.
Virtual reality is possible by programming 3D objects, through the use of spatial computing;
Spatial computing: when physical actions are used as inputs to receive inputs in a 3D space.
Actions can receive outputs in three degrees of freedom (3DoF), like 360 video or six degrees of freedom (6DoF), where a user can move freely (backwards and forward) in a virtual space.
Business are employing VR to be more competitive in some areas, including:
Employee safety training: allows the possibility to make mistakes in a controlled environment without any real-life threats or consequences.
Examples: BP and ExxonMobil - employ VR to train employees in work scenarios, such as emergency procedures.
Sales and marketing presentation: prospective customers have a better idea of proposals or products by experiencing and interacting with them.
Example: Zimmer Biomet - a dental technology provider which creates a virtual dental lab. It allowed dentists to experience and understand how new technologies impacted dental procedures.
Design decisions: test and visualize various decisions before making final choice.
Virtual workspaces: offer an office-like experience to employees working from home. Companies predict these workspaces will provide a space for casual work discussion which may promote problem solving and creative solutions.
Augmented reality (AR)
Definition: a digital content is overlaid on real world elements or experiences.
A readily-available example are filters on Snapchat or similar apps.
This technology is mostly used with mobile devices.
Industries which are employing AR include:
Manufacturing, mining and maritime industries: during the inspection process of machinery, which minimizes interruptions to operations.
Education: teachers can present real situations through 3D modeling, making learning more engaging.
Mixed reality (MR)
Definition: a blending of the real world with the digital world to create new experiences.
The simulation of real-world system is sometimes called digital twin;
Digital twin: a virtual representation of an object or system which represents a real-world/physical object or system.
MR and digital twin are widely used in industries which seek to visualize, analyze, maintain and control their valuable assets through a dynamic set of tools.
A mix of virtual, augmented and mixed reality are used by industries such as
Automotive industry: prospective buyers can try different car customization options.
Medicine: doctors can train in a 3D environment before performing surgeries.
Tourism: tourists can make virtual tours before booking.
Real-World Example: Royal Dutch Shell:
Shell created a digital twin for their oil rigs, which are used to effectively manage the real structures, improve safety of the workers, and develop predictive maintenance.
Media addiction and other psychological concerns
Users use social media for entertainment and a way of staying in touch, but an increased used can derive in a
Social media addiction: an example of behavioral addiction, which is an uncontrollable urge to use social media for a long period of time.
Social media use is linked to short-term dopamine hits, which when quelled can lead to:
Low self-esteem, anxiety and depression, a fear of missing out (FOMO).
Impact on journalism
Journalism has transformed to online, real-time reporting, multimedia content and access to global information.
In addition, users can personalize their news, going against the monopoly previously held by mass media.
Journalists now have to be trained in technical and digital literacy skills.
The rapid-nature of digital media also means journalists have to comply with tighter deadlines, write for multiple types of media and avoid misinformation;
Misinformation: false or inaccurate information that is mistakenly or negligently created or spread. The intent is not to deceive.
Social media had a positive impact for journalists, who can post stories instantly and also create their own following through their personal social media profiles.
However, social media also allows amateur journalists (or bad-intentioned users) to post without the same rigorous editorial control or training.
Fake news and ‘alternative facts’ damage the credibility of journalistic work.
Although these could be easily countered by forming peer-review networks, where journalists review and check each other’s work.
Real-World Example: QAnon
An American conspiracy theory movement which made unfounded claims allegedly from within the US government administration.
Social media companies have taken down many QAnon supporter accounts which coordinated harassment to perceived enemies (politicians, celebrities, journalists) and spread conspiracy theories.
Media authenticity
Rapid advancements in creation and distribution of media is making it more difficult to verify the authenticity of media.
Users are using the same source for news and entertainment, allowing fake news (or disinformation) to spread more easily
Disinformation: false information deliberately created and spread, with the intent of influencing public opinion or blocking the truth.
Fake news normally has a political or criminal nature, and its goal is to promote a political agenda.
For instance, Deeptrace, a start-up company, found 7964 deepfake videos circulating in 2019.
Real-World Example: Fake news (MIT Research)
Data from 126,000 stories tweeted by 3 million users from 2006 to 2017 concluded that fake news spread faster as they stimulate emotions such as surprise, fear and disgust.
This study is relevant, since it was published at the time when it was confirmed fake news distorted the 2016 US Presidential elections.
Ownership of media
Intellectual property (IP): outcome of thought or intellectual effort which can range from a new invention to designs or brand names.
Intellectual property is also the term used to refer to the legal protection of said creation.
IP aims to reward creativity and encourage inventors to share their innovations.
Legal rights, such as patents, trademarks and copyright grant the creator the rights to their work and protect them from unauthorized use for a specific period of time.
Copyright: legal protection for creators of literary and artistic works (books, music, paintings, films and computer programs), which may also be digital.
Copyrights laws operate differently depending on the country, but unauthorized use is considered theft.
Copyrighted material can be used by gaining permission from the owner, although there are two licenses which allow materials to be freely modified or distributed
Public domain: work is available to the public and is not subject to copyright
Fair use: work can be used for study, research, commentary or criticism.
Copyrighted work used under ‘fair use’ should be limited by the following considerations:
Is work used to create something new?
Will it impact the market value of the original work?
How much of the original work is being used?
Real-World Example: Blurred Lines - Robin Thicke, Pharrell Williams and TI (2013)
A court ruled that the song ‘Blurred Lines’ infringed copyright of Marvin Gaye’s ‘Got to give it up’ (1977).
Thicke and Williams had to pay a US$5 million fine.
Copyleft: owners of original work allow others to use their copyrighted property freely under specific conditions.
Example: copyleft software allows users to copy, modify and share their code, with the condition the source code remains open and publicly available.
Copyleft licensing is a solution to copyright permissions which are sometimes time-consuming and difficult to obtain. Moreover, these licensing aims to build a community which can collaborate to improve creative works.
Creative commons licensing is a type of copyleft. The two most common types of licensing include;
CC BY: users can distribute, remix, adapt and build on work as long as attribution is given to the original creator.
This is the least restrictive license.
CC BY NC ND: users can download and share work while crediting the original creator.
The work can not be modified or used commercially.
NC ND stands for non-commercial and no derivatives.
This is the most restrictive license.
Censorship and control of media
Some users may be in uneven access to digital media due to some governments imposing censorship for the following reasons;
Political content: content of political nature which defies or challenges the government narrative.
Real-World Example: Cambodia (2018)
The government blocked independent new sites two days before the elections.
Social content: content which is deemed socially offensive or perceived to be offensive, which can include content related to sexuality, gambling, alcohol and/or illegal drugs.
This measure is taken by governments who aim to ‘protect’ citizens from exposure to undesired content.
Real-World Example: Uganda (2018)
Ugandan communication regulators demanded internet service providers to block access to pornographic sites.
Conflict and security: content related to conflicts, militant groups and border conflicts, to avoid citizens from being involved or contributing.
Real-World Example: Sri Lanka (2019)
Social media access was shut down after a series of bombings, to prevent misinformation and further acts of violence.
Internet tools: some governments surveille communications in order to search for keywords within conversations in emails, messages or internet searches.
Digital media preservation
Given the rapid development of digital media, some devices, storage media and data formats have become obsolete.
Example: people used to record on video cameras and the video was stored in a magnetic tape during the 1990s.
More than a decade later, someone would need to convert the file into a DVD format to be able to access the video.
Digital preservation is essential to ensure information is safe, and readable in newer formats or devices when its original formats become obsolete.
For instance, computers can launch an older operating system, which can run older softwares. Files can be opened and saved in a new format.
Key ideas: Digital media are:
defined by the convergence of computing, communication and content.
created and distributed through multiple channels and platforms
associated with significant opportunities and dilemmas in digital society
Media: any communication channel that serves as a medium to enable information to reach a wide group of people.
Some types of media include: print media (published newspapers, books) and mass media (news channel on TV and radio)
With the widespread use and availability of internet, our media consumption has moved online, which is known as;
Digital media: information (such as video, audio, images and other content) which is consumed online. Additionally, information can also be created, encoded and stored before sharing.
Anytime a user accesses a website or app, it is either consuming or creating media.
Media and Web 1.0
In the early days of the internet, digital media mostly consisted of web pages which contained text and images.
As bandwidth increased, the internet had the ability to host video, animation and audio recordings.
Although digital technology changed the speed and volume of media it still fulfilled its traditional role - entertain, educate and be a channel for public discussion.
Media and Web 2.0
Introduction of Web 2.0 technologies such as blogs, podcasts, wikis and social media.
Enabled increase in volume of user-generated content and changed the way the public perceived local and global news.
Real-World Example: News from Social Media
2010: CNN reported that 75% of surveyed users got their news from email and social media platforms (Facebook, Twitter).
This prompted media companies to adapt, seeking trending subjects and employing hashtags
Trending: topics which experience a sudden surge in popularity on social media for a limited amount of time.
Hashtag: word or phrase used to classify or categorize the accompanying text. Preceded by (#) symbol.
2015: Traditional media companies were producing more content targeted at social media, especially live video streaming.
Real-World Example: First Viral Meme (1996)
Animation of a baby dancing, created by graphic designer Michael Girard.
The animation was created to demonstrate the capabilities of software but soon converted into a gif and shared.
Memes can easily gain popularity through social media. They have developed from political or cultural topics to anything that is funny or relatable.
Media and Web 3.0
The advent of artificial intelligence has influenced the media industry, from content creator to consumer experience.
Content Creation
Content creation and our ability to manipulate images, audio and video has been possible due to the advancement in artificial intelligence, cloud computing and graphics technology.
Tools which are able to face-swap (superimposing one face into another) or lip-sync, are readily available and often referred as deepfake;
Deepfake: synthetic media created with the use of deep learning and/or artificial intelligence.
Initially, the tools had innocent uses, such as the popularity of face-swapping filters in Snapchat. However, malicious uses of deepfake have contributed to fake news;
Fake news: false or misleading information presented as news.
Deepfake used for fake news have the aim of damaging reputations, fabricating evidence and defrauding the public.
Real-World Example: INVISIBLE Music Video (2021)
Band Duran Duran teamed up with Nested Mind to generate a music video using artificial intelligence.
The artificial intelligence used lyrics, pictures, music and other information in order to create the video
Real-World Example: UK Energy Firm (2019)
An unnamed UK company was tricked into transferring £220,000 (US$260,000) after they received a deepfake audio technology impersonating the CEO.
Real-World Example: Jordan Peele impersonation (2018)
Actor Jordan Peele worked with Buzzfeed to create a deep fake video of Barack Obama.
The video intention was to raise awareness about the potential harm of deepfakes in spreading fake news.
Artificial intelligence and the consumer’s media experience
Artificial intelligence can be used positively by media companies to predict demand and adjust their media production.
For example, Netflix can use it to offer recommendations, therefore enhancing the user experience.
Media companies still need to search for ways to effectively manage data which can train artificial intelligence algorithms.
Electronic games
The electronic games industry is another digital technology which has evolved alongside social media.
The development of internet-enabled gaming consoles and personals computers has enabled the game industry;
To reach untapped audiences - such as senior citizens or middle-aged adults who play games on their smartphones
Create a lucrative industry - ESports had grown since 2000, and in 2019 a US$ 100 million prize was awarded at the Fortnite World Cup.
Additionally, the wide use of platforms such as YouTube and Twitch have supported the growth of professional gamers.
Although digital media serves the same purpose as traditional media (entertain, educate, provide platform for expression), it has some unique characteristics like:
Rapid sharing: either through uploading (e.g. a video on YouTube) or reposting it (e.g. X (formerly Twitter).
Efficient storage: data can be stored in one place, due to development of storage technologies. For instance, a user can store mobile phone data in cloud computing while using social media.
Interactivity: media is more engaging due to interactive media in web design, which could potentially motivate users to revisit web pages, post comments and make recommendations to friends.
This is different from traditional media which is ‘one way’ - audiences could receive media but could not respond or interact.
Non-linear content or hypertextuality: Webpages use hyperlinks, which allows users to click and visit pages, giving them the option to navigate media how they want and in any order.
Traditional media used to be linear and media companies dictated how users navigate media.
Global networks: users can interact more globally - they can pool sources together more easily and have a wider range of sources of information.
Virtual: users can communicate virtually through a range of technologies and in different ways, choosing how to present themselves.
Convergence of digital media: users now communicate using more than one form of digital media at once.
Examples: calls, which can include voice and live video or message, which include text, voice message, emojis or an image.
Digital media can go beyond user interactivity and provide immersive experiences for users in a virtual life, based on simulations.
Virtual reality (VR)
Definition: a simulation that provides a completely immersive environment for the user.
Users typically use a virtual reality headset, goggles or can make a headset out of cardboard at home.
Virtual reality is possible by programming 3D objects, through the use of spatial computing;
Spatial computing: when physical actions are used as inputs to receive inputs in a 3D space.
Actions can receive outputs in three degrees of freedom (3DoF), like 360 video or six degrees of freedom (6DoF), where a user can move freely (backwards and forward) in a virtual space.
Business are employing VR to be more competitive in some areas, including:
Employee safety training: allows the possibility to make mistakes in a controlled environment without any real-life threats or consequences.
Examples: BP and ExxonMobil - employ VR to train employees in work scenarios, such as emergency procedures.
Sales and marketing presentation: prospective customers have a better idea of proposals or products by experiencing and interacting with them.
Example: Zimmer Biomet - a dental technology provider which creates a virtual dental lab. It allowed dentists to experience and understand how new technologies impacted dental procedures.
Design decisions: test and visualize various decisions before making final choice.
Virtual workspaces: offer an office-like experience to employees working from home. Companies predict these workspaces will provide a space for casual work discussion which may promote problem solving and creative solutions.
Augmented reality (AR)
Definition: a digital content is overlaid on real world elements or experiences.
A readily-available example are filters on Snapchat or similar apps.
This technology is mostly used with mobile devices.
Industries which are employing AR include:
Manufacturing, mining and maritime industries: during the inspection process of machinery, which minimizes interruptions to operations.
Education: teachers can present real situations through 3D modeling, making learning more engaging.
Mixed reality (MR)
Definition: a blending of the real world with the digital world to create new experiences.
The simulation of real-world system is sometimes called digital twin;
Digital twin: a virtual representation of an object or system which represents a real-world/physical object or system.
MR and digital twin are widely used in industries which seek to visualize, analyze, maintain and control their valuable assets through a dynamic set of tools.
A mix of virtual, augmented and mixed reality are used by industries such as
Automotive industry: prospective buyers can try different car customization options.
Medicine: doctors can train in a 3D environment before performing surgeries.
Tourism: tourists can make virtual tours before booking.
Real-World Example: Royal Dutch Shell:
Shell created a digital twin for their oil rigs, which are used to effectively manage the real structures, improve safety of the workers, and develop predictive maintenance.
Media addiction and other psychological concerns
Users use social media for entertainment and a way of staying in touch, but an increased used can derive in a
Social media addiction: an example of behavioral addiction, which is an uncontrollable urge to use social media for a long period of time.
Social media use is linked to short-term dopamine hits, which when quelled can lead to:
Low self-esteem, anxiety and depression, a fear of missing out (FOMO).
Impact on journalism
Journalism has transformed to online, real-time reporting, multimedia content and access to global information.
In addition, users can personalize their news, going against the monopoly previously held by mass media.
Journalists now have to be trained in technical and digital literacy skills.
The rapid-nature of digital media also means journalists have to comply with tighter deadlines, write for multiple types of media and avoid misinformation;
Misinformation: false or inaccurate information that is mistakenly or negligently created or spread. The intent is not to deceive.
Social media had a positive impact for journalists, who can post stories instantly and also create their own following through their personal social media profiles.
However, social media also allows amateur journalists (or bad-intentioned users) to post without the same rigorous editorial control or training.
Fake news and ‘alternative facts’ damage the credibility of journalistic work.
Although these could be easily countered by forming peer-review networks, where journalists review and check each other’s work.
Real-World Example: QAnon
An American conspiracy theory movement which made unfounded claims allegedly from within the US government administration.
Social media companies have taken down many QAnon supporter accounts which coordinated harassment to perceived enemies (politicians, celebrities, journalists) and spread conspiracy theories.
Media authenticity
Rapid advancements in creation and distribution of media is making it more difficult to verify the authenticity of media.
Users are using the same source for news and entertainment, allowing fake news (or disinformation) to spread more easily
Disinformation: false information deliberately created and spread, with the intent of influencing public opinion or blocking the truth.
Fake news normally has a political or criminal nature, and its goal is to promote a political agenda.
For instance, Deeptrace, a start-up company, found 7964 deepfake videos circulating in 2019.
Real-World Example: Fake news (MIT Research)
Data from 126,000 stories tweeted by 3 million users from 2006 to 2017 concluded that fake news spread faster as they stimulate emotions such as surprise, fear and disgust.
This study is relevant, since it was published at the time when it was confirmed fake news distorted the 2016 US Presidential elections.
Ownership of media
Intellectual property (IP): outcome of thought or intellectual effort which can range from a new invention to designs or brand names.
Intellectual property is also the term used to refer to the legal protection of said creation.
IP aims to reward creativity and encourage inventors to share their innovations.
Legal rights, such as patents, trademarks and copyright grant the creator the rights to their work and protect them from unauthorized use for a specific period of time.
Copyright: legal protection for creators of literary and artistic works (books, music, paintings, films and computer programs), which may also be digital.
Copyrights laws operate differently depending on the country, but unauthorized use is considered theft.
Copyrighted material can be used by gaining permission from the owner, although there are two licenses which allow materials to be freely modified or distributed
Public domain: work is available to the public and is not subject to copyright
Fair use: work can be used for study, research, commentary or criticism.
Copyrighted work used under ‘fair use’ should be limited by the following considerations:
Is work used to create something new?
Will it impact the market value of the original work?
How much of the original work is being used?
Real-World Example: Blurred Lines - Robin Thicke, Pharrell Williams and TI (2013)
A court ruled that the song ‘Blurred Lines’ infringed copyright of Marvin Gaye’s ‘Got to give it up’ (1977).
Thicke and Williams had to pay a US$5 million fine.
Copyleft: owners of original work allow others to use their copyrighted property freely under specific conditions.
Example: copyleft software allows users to copy, modify and share their code, with the condition the source code remains open and publicly available.
Copyleft licensing is a solution to copyright permissions which are sometimes time-consuming and difficult to obtain. Moreover, these licensing aims to build a community which can collaborate to improve creative works.
Creative commons licensing is a type of copyleft. The two most common types of licensing include;
CC BY: users can distribute, remix, adapt and build on work as long as attribution is given to the original creator.
This is the least restrictive license.
CC BY NC ND: users can download and share work while crediting the original creator.
The work can not be modified or used commercially.
NC ND stands for non-commercial and no derivatives.
This is the most restrictive license.
Censorship and control of media
Some users may be in uneven access to digital media due to some governments imposing censorship for the following reasons;
Political content: content of political nature which defies or challenges the government narrative.
Real-World Example: Cambodia (2018)
The government blocked independent new sites two days before the elections.
Social content: content which is deemed socially offensive or perceived to be offensive, which can include content related to sexuality, gambling, alcohol and/or illegal drugs.
This measure is taken by governments who aim to ‘protect’ citizens from exposure to undesired content.
Real-World Example: Uganda (2018)
Ugandan communication regulators demanded internet service providers to block access to pornographic sites.
Conflict and security: content related to conflicts, militant groups and border conflicts, to avoid citizens from being involved or contributing.
Real-World Example: Sri Lanka (2019)
Social media access was shut down after a series of bombings, to prevent misinformation and further acts of violence.
Internet tools: some governments surveille communications in order to search for keywords within conversations in emails, messages or internet searches.
Digital media preservation
Given the rapid development of digital media, some devices, storage media and data formats have become obsolete.
Example: people used to record on video cameras and the video was stored in a magnetic tape during the 1990s.
More than a decade later, someone would need to convert the file into a DVD format to be able to access the video.
Digital preservation is essential to ensure information is safe, and readable in newer formats or devices when its original formats become obsolete.
For instance, computers can launch an older operating system, which can run older softwares. Files can be opened and saved in a new format.