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Software: changed a word.


← Previous revision Revision as of 02:25, 6 December 2021
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Over the past several decades, there have been a number of various, once industry standard file formats and application platforms for data, images, and text that have been repeatedly replaced and superseded by newer iterations of software formats and applications, often with increasingly greater degrees of compatibility between each other and along their own product lines. Such incompatibilities now frequently extend to which version of the operating system installed on the system (versions of [[Microsoft Works]] predating Version 4.5 cannot run on the [[Windows 2000]] operating system and beyond, for example). One example of a developer cancelling an instance of planned obsolescence occurred in 2008, when Microsoft retracted intentions of an Office service pack dropping support for a number of antiquated file formats, due to the intensity of public outcry.<ref name=”:5″ />
Over the past several decades, there have been a number of various, once industry standard file formats and application platforms for data, images, and text that have been repeatedly replaced and superseded by newer iterations of software formats and applications, often with increasingly greater degrees of compatibility between each other and along their own product lines. Such incompatibilities now frequently extend to which version of the operating system installed on the system (versions of [[Microsoft Works]] predating Version 4.5 cannot run on the [[Windows 2000]] operating system and beyond, for example). One example of a developer cancelling an instance of planned obsolescence occurred in 2008, when Microsoft retracted intentions of an Office service pack dropping support for a number of antiquated file formats, due to the intensity of public outcry.<ref name=”:5″ />
Digital obsolescence has a prominent effect on the preservation of video game history, since many older games and hardware were regarded by players as ephemeral products, due to the continuous process of computer hardware upgrading and [[Home video game console generations|home console generation]] cycles. Such cycles are often the result of both systemic and technical obsolescence. Some of the oldest computer games, such as 1962’s ”[[Spacewar!]]” for the [[PDP-1]] commercial [[minicomputer]], were developed for hardware platforms so outdated that they are virtually nonexistent today.<ref name=”:6″>{{Cite journal|last=McDonough|first=Jerome P.|date=2011|title=Packaging videogames for long-term preservation: Integrating FRBR and the OAIS reference model|url=https://onlinelibrary.wiley.com/doi/abs/10.1002/asi.21412|journal=Journal of the American Society for Information Science and Technology|language=en|volume=62|issue=1|pages=171–184|doi=10.1002/asi.21412|issn=1532-2890}}{{subscription required}}</ref> Many older games of the 1960s and 1970s built for [[Computer terminal|mainframe terminals]] and [[Microcomputer|microcomputers]] of the time can only be played today through [[Emulator|software emulation]]. While video games and other software applications can be orphaned by their parent developers or publishing companies and classified as [[abandonware]], the copyright issues surrounding software are a very complicated hurdle in the path of digital preservation.<ref name=”:6″ />
Digital obsolescence has a prominent effect on the preservation of video game history, since many older games and hardware were regarded by players as ephemeral products, due to the continuous process of computer hardware upgrading and [[Home video game console generations|home console generation]] cycles. Such cycles are often the result of both systemic and technical obsolescence. Some of the oldest computer games, like 1962’s ”[[Spacewar!]]” for the [[PDP-1]] commercial [[minicomputer]], were developed for hardware platforms so outdated that they are virtually nonexistent today.<ref name=”:6″>{{Cite journal|last=McDonough|first=Jerome P.|date=2011|title=Packaging videogames for long-term preservation: Integrating FRBR and the OAIS reference model|url=https://onlinelibrary.wiley.com/doi/abs/10.1002/asi.21412|journal=Journal of the American Society for Information Science and Technology|language=en|volume=62|issue=1|pages=171–184|doi=10.1002/asi.21412|issn=1532-2890}}{{subscription required}}</ref> Many older games of the 1960s and 1970s built for [[Computer terminal|mainframe terminals]] and [[Microcomputer|microcomputers]] of the time can only be played today through [[Emulator|software emulation]]. While video games and other software applications can be orphaned by their parent developers or publishing companies and classified as [[abandonware]], the copyright issues surrounding software are a very complicated hurdle in the path of digital preservation.<ref name=”:6″ />
One prime example of copyright issues with software were those encountered during preservation efforts for the BBC Domesday Project, a 1986 UK multimedia data collection survey that commemorated the 900th anniversary of the original [[Domesday Book]]. While the project’s specially customized LaserDisc reader resulted in its own hardware-based preservation problems, the combination of one million personal copyrights belonging to participating civilians and corporate claims on the specialized computer hardware means that real digital preservation efforts might be stalled unit 2090.<ref>{{Cite web|title=Introduction to the Domesday86 project|url=https://www.domesday86.com/?page_id=74|access-date=2021-10-25|website=Domesday86.com|language=en-GB}}</ref><ref>{{Cite web|last=Charlesworth|first=Andrew|date=2002-11-05|title=The CAMiLEON Project: Legal issues arising from the work aiming to preserve elements of the interactive multimedia work entitled “The BBC Domesday Project|url=http://www2.si.umich.edu/CAMILEON/reports/IPRreport.doc|url-status=live|archive-url=https://web.archive.org/web/20110206080418/http://www2.si.umich.edu/CAMILEON/reports/IPRreport.doc|archive-date=2011-02-06|website=Kingston upon Hull: Information Law and Technology Unit, University of Hull}}</ref>
One prime example of copyright issues with software were those encountered during preservation efforts for the BBC Domesday Project, a 1986 UK multimedia data collection survey that commemorated the 900th anniversary of the original [[Domesday Book]]. While the project’s specially customized LaserDisc reader resulted in its own hardware-based preservation problems, the combination of one million personal copyrights belonging to participating civilians and corporate claims on the specialized computer hardware means that real digital preservation efforts might be stalled unit 2090.<ref>{{Cite web|title=Introduction to the Domesday86 project|url=https://www.domesday86.com/?page_id=74|access-date=2021-10-25|website=Domesday86.com|language=en-GB}}</ref><ref>{{Cite web|last=Charlesworth|first=Andrew|date=2002-11-05|title=The CAMiLEON Project: Legal issues arising from the work aiming to preserve elements of the interactive multimedia work entitled “The BBC Domesday Project|url=http://www2.si.umich.edu/CAMILEON/reports/IPRreport.doc|url-status=live|archive-url=https://web.archive.org/web/20110206080418/http://www2.si.umich.edu/CAMILEON/reports/IPRreport.doc|archive-date=2011-02-06|website=Kingston upon Hull: Information Law and Technology Unit, University of Hull}}</ref>