Digital media

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Hard drives store information in binary form and so are considered a type of physical digital media. Innansicht Festplatte 512 MB von Quantum.jpg
Hard drives store information in binary form and so are considered a type of physical digital media.

Digital media means any communication media that operate with the use of any of various encoded machine-readable data formats. Digital media can be created, viewed, distributed, modified, listened to, and preserved on a digital electronics device. Digital can be defined as any data represented by a series of digits, while media refers to methods of broadcasting or communicating these information. Together, digital media refers to mediums of digitized information broadcast to us through a screen and/or a speaker. [1] This also includes text, audio, video, and graphics that are transmitted over the internet for viewing or listening to on the internet. [2]


In 2020, digital media platforms, such as YouTube, Vimeo, and Twitch accounted for viewership rates of 27.9 billion hours in 2020. [3]

Digital media

Examples of digital media include software, digital images, digital video, video games, web pages and websites, social media, digital data and databases, digital audio such as MP3, electronic documents and electronic books. Digital media often contrasts with print media, such as printed books, newspapers and magazines, and other traditional or analog media, such as photographic film, audio tapes or video tapes.

Digital media has had a significantly broad and complex impact on society and culture. Combined with the Internet and personal computing, digital media has caused disruptive innovation in publishing, journalism, public relations, entertainment, education, commerce and politics. Digital media has also posed new challenges to copyright and intellectual property laws, fostering an open content movement in which content creators voluntarily give up some or all of their legal rights to their work. The ubiquity of digital media and its effects on society suggest that we are at the start of a new era in industrial history, called the Information Age, perhaps leading to a paperless society in which all media are produced and consumed on computers. [4] However, challenges to a digital transition remain, including outdated copyright laws, censorship, the digital divide, and the spectre of a digital dark age, in which older media becomes inaccessible to new or upgraded information systems. [5] Digital media has a significant, wide-ranging and complex impact on society and culture. [4]


Codes and information by machines were first conceptualized by Charles Babbage in the early 1800s. Babbage imagined that these codes would give him instructions for his Motor of Difference and Analytical Engine, machines that Babbage had designed to solve the problem of error in calculations. Between 1822 and 1823, Ada Lovelace, mathematics, wrote the first instructions for calculating numbers on Babbage engines. Lovelace's instructions are now believed to be the first computer program. Although the machines were designed to perform analysis tasks, Lovelace anticipated the possible social impact of computers and programming, writing. "For in the distribution and combination of truths and formulas of analysis, which may become easier and more quickly subjected to the mechanical combinations of the engine, the relationships and the nature of many subjects in which science necessarily relates in new subjects, and more deeply researched […] there are in all extensions of human power or additions to human knowledge, various collateral influences, in addition to the primary and primary object reached." Other old machine readable media include instructions for pianolas and weaving machines.

Binary Code shown here which can used to represent the whole alphabet Cabac1binar.png
Binary Code shown here which can used to represent the whole alphabet

It is estimated that in the year 1986 less than 1% of the world's media storage capacity was digital and in 2007 it was already 94%. [6] The year 2002 is assumed to be the year when human kind was able to store more information in digital than in analog media (the "beginning of the digital age"). [7]

Digital computers

Digital codes, like binary, can be changed without reconfiguring mechanical parts Wikipedia in binary.gif
Digital codes, like binary, can be changed without reconfiguring mechanical parts

Though they used machine-readable media, Babbage's engines, player pianos, jacquard looms and many other early calculating machines were themselves analog computers, with physical, mechanical parts. The first truly digital media came into existence with the rise of digital computers. [8] Digital computers use binary code and Boolean logic to store and process information, allowing one machine in one configuration to perform many different tasks. The first modern, programmable, digital computers, the Manchester Mark 1 and the EDSAC, were independently invented between 1948 and 1949. [8] [9] Though different in many ways from modern computers, these machines had digital software controlling their logical operations. They were encoded in binary, a system of ones and zeroes that are combined to make hundreds of characters. The 1s and 0s of binary are the "digits" of digital media. [10]

In 1959, the metal–oxide–silicon field-effect transistor (MOSFET, or MOS transistor) was invented by Mohamed Atalla and Dawon Kahng at Bell Labs. [11] [12] It was the first truly compact transistor that could be miniaturised and mass-produced for a wide range of uses. [13] The MOSFET led to the development of microprocessors, memory chips, and digital telecommunication circuits. [14] This led to the development of the personal computer (PC) in the 1970s, and the beginning of the microcomputer revolution [15] and the Digital Revolution. [16] [17] [18]

"As We May Think"

While digital media did not come into common use until the late 20th century, the conceptual foundation of digital media is traced to the work of scientist and engineer Vannevar Bush and his celebrated essay "As We May Think," published in The Atlantic Monthly in 1945. [19] Bush envisioned a system of devices that could be used to help scientists, doctors, historians and others, store, analyze and communicate information. [19] Calling this then-imaginary device a "memex", Bush wrote:

The owner of the memex, let us say, is interested in the origin and properties of the bow and arrow. Specifically he is studying why the short Turkish bow was apparently superior to the English long bow in the skirmishes of the Crusades. He has dozens of possibly pertinent books and articles in his memex. First he runs through an encyclopedia, finds an interesting but sketchy article, leaves it projected. Next, in a history, he finds another pertinent item, and ties the two together. Thus he goes, building a trail of many items. Occasionally he inserts a comment of his own, either linking it into the main trail or joining it by a side trail to a particular item. When it becomes evident that the elastic properties of available materials had a great deal to do with the bow, he branches off on a side trail which takes him through textbooks on elasticity and tables of physical constants. He inserts a page of longhand analysis of his own. Thus he builds a trail of his interest through the maze of materials available to him. [20]

Bush hoped that the creation of this memex would be the work of scientists after World War II. [20] Though the essay predated digital computers by several years, "As We May Think," anticipated the potential social and intellectual benefits of digital media and provided the conceptual framework for digital scholarship, the World Wide Web, wikis and even social media. [19] [21] It was recognized as a significant work even at the time of its publication. [20]

Digital multimedia

Practical digital multimedia distribution and streaming was made possible by advances in data compression, due to the impractically high memory, storage and bandwidth requirements of uncompressed media. [22] The most important compression technique is the discrete cosine transform (DCT), [23] a lossy compression algorithm that was first proposed as an image compression technique by Nasir Ahmed at Kansas State University in 1972. [24] The DCT algorithm was the basis for the first practical video coding format, H.261, in 1988. [25] It was followed by more DCT-based video coding standards, most notably the MPEG video formats from 1991 onwards. [23] The JPEG image format, also based on the DCT algorithm, was introduced in 1992. [26] The development of the modified discrete cosine transform (MDCT) algorithm led to the MP3 audio coding format in 1994, [27] and the Advanced Audio Coding (AAC) format in 1999. [28]


The digital revolution

Motorola phones in their first generation of production Motorola flip phone, closed.jpg
Motorola phones in their first generation of production

Since the 1960s, computing power and storage capacity have increased exponentially, largely as a result of MOSFET scaling which enables MOS transistor counts to increase at a rapid pace predicted by Moore's law. [29] [30] [31] Personal computers and smartphones put the ability to access, modify, store and share digital media in the hands of billions of people. Many electronic devices, from digital cameras to drones have the ability to create, transmit and view digital media. Combined with the World Wide Web and the Internet, digital media has transformed 21st century society in a way that is frequently compared to the cultural, economic and social impact of the printing press. [4] [32] The change has been so rapid and so widespread that it has launched an economic transition from an industrial economy to an information-based economy, creating a new period in human history known as the Information Age or the digital revolution. [4]

The transition has created some uncertainty about definitions. Digital media, new media, multimedia, and similar terms all have a relationship to both the engineering innovations and cultural impact of digital media. [33] The blending of digital media with other media, and with cultural and social factors, is sometimes known as new media or "the new media." [34] Similarly, digital media seems to demand a new set of communications skills, called transliteracy, media literacy, or digital literacy. [35] These skills include not only the ability to read and write—traditional literacy—but the ability to navigate the Internet, evaluate sources, and create digital content. [36] The idea that we are moving toward a fully digital, paperless society is accompanied by the fear that we may soon—or currently—be facing a digital dark age, in which older media are no longer accessible on modern devices or using modern methods of scholarship. [5] Digital media has a significant, wide-ranging and complex effect on society and culture. [4]

A senior engineer at Motorola named Martin Cooper was the first person to make a phone call on April 3, 1973. He decided the first phone call should be to a rival telecommunications company saying "I'm speaking via a mobile phone". [37] However the first commercial mobile phone was released in 1983 by Motorola. In the early 1990s Nokia came into succession, with their Nokia 1011 being the first mass-produced mobile phone. [37] The Nokia Communicator 9000 became the first smartphone as it was inputed with an Intel 24 MHz CPU and had 8 MB of RAM. Smartphone users have increased by a lot over the years currently the highest countries with users include China with over 850 million users, India with over 350 million users, and in third place The United States with about 260 million users as of 2019. [38] While Android and iOS both dominate the smartphone market. A study By Gartner found that in 2016 about 88% of the worldwide smartphones were Android while iOS had a market share of about 12%. [39] About 85% of the mobile market revenue came from the mobile games. [39]

The impact of the digital revolution can also be assessed by exploring the amount of worldwide mobile smart device users there are. This can be split into 2 categories; smart phone users and smart tablet users. Worldwide there are currently 2.32 billion smartphone users across the world. [40] This figure is to exceed 2.87 billion by 2020. Smart tablet users reached a total of 1 billion in 2015, 15% of the world's population. [41]

The statistics evidence the impact of digital media communications today. What is also of relevance is the fact that the numbers of smart device users is rising rapidly yet the amount of functional uses increase daily. A smartphone or tablet can be used for hundreds of daily needs. There are currently over 1 million apps on the Apple App store. [42] These are all opportunities for digital marketing efforts. A smartphone user is impacted with digital advertising every second they open their Apple or Android device. This further evidences the digital revolution and the impact of revolution. This has resulted in a total of 13 billion dollars being paid out to the various app developers over the years. [43] This growth has fueled the development of millions of software applications. Most of these apps are able to generate income via in app advertising. [39] Gross revenue for 2020 is projected to be about $189 million. [39]

Disruption in industry

Compared with print media, the mass media, and other analog technologies, digital media are easy to copy, store, share and modify. This quality of digital media has led to significant changes in many industries, especially journalism, publishing, education, entertainment, and the music business. The overall effect of these changes is so far-reaching that it is difficult to quantify. For example, in movie-making, the transition from analog film cameras to digital cameras is nearly complete. The transition has economic benefits to Hollywood, making distribution easier and making it possible to add high-quality digital effects to films. [44] At the same time, it has affected the analog special effects, stunt, and animation industries in Hollywood. [45] It has imposed painful costs on small movie theaters, some of which did not or will not survive the transition to digital. [46] The effect of digital media on other media industries is similarly sweeping and complex. [45]

Between 2000 and 2015, the print newspaper advertising revenue has fallen from $60 billion to a nearly $20 billion. [47] Even one of the most popular days for papers, Sunday, has seen a 9% circulation decrease the lowest since 1945. [48]

In journalism, digital media and citizen journalism have led to the loss of thousands of jobs in print media and the bankruptcy of many major newspapers. [49] But the rise of digital journalism has also created thousands of new jobs and specializations. [50] E-books and self-publishing are changing the book industry, and digital textbooks and other media-inclusive curricula are changing primary and secondary education. [51] [52]

In academia, digital media has led to a new form of scholarship, also called digital scholarship, making open access and open science possible thanks to the low cost of distribution. New fields of study have grown, such as digital humanities and digital history. It has changed the way libraries are used and their role in society. [32] Every major media, communications and academic endeavor is facing a period of transition and uncertainty related to digital media.

Often time the magazine or publisher have a Digital edition which can be referred to an electronic formatted version identical to the print version. [48] There is a huge benefit to the publisher here and it's the cost, avoiding the expense to print and deliver brings an additional benefit for the company

Decline of print ads over the years of 2008 US economic problem FT Magazine.Print .Ads .png
Decline of print ads over the years of 2008 US economic problem

Since 2004, there has been a decrease in newspaper industry employment, with only about 40,000 people working in the workforce currently. [53] Alliance of Audited Media & Publishers information during the 2008 recession, over 10% of print sales are diminished for certain magazines, with a hardship coming from only 75% of the sales advertisements as before. [48] However, in 2018, major newspapers advertising revenue was 35% from digital ads. [53]

In contrast, mobile versions of newspapers and magazines came in second with a huge growth of 135%. The New York Times has noted a 47% year of year rise in their digital subscriptions. [54] 43% of adults get news often from news websites or social media, compared with 49% for television. Pew Research also asked respondents if they got news from a streaming device on their TV – 9% of U.S. adults said that they do so often. [48]

Individual as content creator

Average camera of a YouTube blogger, a Canon EOS Canon EOS M Blogger Event 02 cropped.jpg
Average camera of a YouTube blogger, a Canon EOS

Digital media has also allowed individuals to be much more active in content creation. [55] Anyone with access to computers and the Internet can participate in social media and contribute their own writing, art, videos, photography and commentary to the Internet, as well as conduct business online. The dramatic reduction in the costs required to create and share content have led to a democratization of content creation as well as the creation of new types of content, like blogs, memes and video essays. Some of these activities have also been labelled citizen journalism. This spike in user created content is due to the development of the internet as well as the way in which users interact with media today. The release of technologies such mobile devices allow for easier and quicker access to all things media. [56] Many media creation tools that were once available to only a few are now free and easy to use. The cost of devices that can access the Internet is steadily falling, and personal ownership of multiple digital devices is now becoming the standard. These elements have significantly affected political participation. [57] Digital media is seen by many scholars as having a role in Arab Spring, and crackdowns on the use of digital and social media by embattled governments are increasingly common. [58] Many governments restrict access to digital media in some way, either to prevent obscenity or in a broader form of political censorship. [59]

Over the years YouTube has grown to become a website with user generated media. This content is oftentimes not mediated by any company or agency, leading to a wide array of personalities and opinions online. Over the years YouTube and other platforms have also shown their monetary gains, as the top 10 YouTube performers generating over 10 million dollars each year. Many of these YouTube profiles over the years have a multi camera set up as we would see on TV. Many of these creators also creating their own digital companies as their personalities grow. Personal devices have also seen an increase over the years. Over 1.5 billion users of tablets exist in this world right now and that is expected to slowly grow [60] About 20% of people in the world regularly watch their content using tablets in 2018 [60]

User-generated content raises issues of privacy, credibility, civility and compensation for cultural, intellectual and artistic contributions. The spread of digital media, and the wide range of literacy and communications skills necessary to use it effectively, have deepened the digital divide between those who have access to digital media and those who don't. [61]

The rising of digital media has made the consumer's audio collection more precise and personalized. It is no longer necessary to purchase an entire album if the consumer is ultimately interested in only a few audio files.

Web-only news

US Philips TV Controller with built in Netflix Streaming button Philips remote control with a Netflix button, Finsterwolde (2019) 04.jpg
US Philips TV Controller with built in Netflix Streaming button

The rise of streaming services has led to a decrease of cable TV services to about 59%, while streaming services are growing at around 29%, and 9% are still users of the digital antenna. [62] TV Controllers now incorporate designated buttons for streaming platforms. [63] Users are spending an average of 1:55 with digital video each day, and only 1:44 on social networks. [64] 6 out of 10 people report viewing their television shows and news via a streaming service. [62] Platforms such as Netflix have gained attraction due to their adorability, accessibility, and for its original content. [65] Companies such as Netflix have even bought previously cancelled shows such as Designated Survivor , Lucifer , and Arrested Development . [66] As the internet becomes more and more prevalent, more companies are beginning to distribute content through internet only means. With the loss of viewers, there is a loss of revenue but not as bad as what would be expected.

Digital media [67] pose several challenges to the current copyright and intellectual property laws. [68] The ease of creating, modifying and sharing digital media makes copyright enforcement a challenge, and copyright laws are widely seen as outdated. [69] [70] For example, under current copyright law, common Internet memes are probably illegal to share in many countries. [71] Legal rights are at least unclear for many common Internet activities, such as posting a picture that belongs to someone else to a social media account, covering a popular song on a YouTube video, or writing fanfiction. Over the last decade the concept of fair use has been applied to many online medias.

Copyright challenges have gotten to all parts of digital media. Even as a personal content creator on YouTube, they must be careful and follow the guidelines set by copyright and IP laws. As YouTube creators very easily get demonetized for their content. [72] Oftentimes we see digital creators loose monetization in their content, get their contend deleted, or get criticized for their content. Most times this has to do with accidnelty using a copyrighted audio track or background scenes that are copyright by another company. [72]

To resolve some of these issues, content creators can voluntarily adopt open or copyleft licenses, giving up some of their legal rights, or they can release their work to the public domain. Among the most common open licenses are Creative Commons licenses and the GNU Free Documentation License, both of which are in use on Wikipedia. Open licenses are part of a broader open content movement that pushes for the reduction or removal of copyright restrictions from software, data and other digital media. [73] To facilitate the collection and consumption of such licensing information and availability status, tools have been developed like the Creative Commons Search engine (mostly for images on the web) and Unpaywall (for scholarly communication).

Additional software has been developed in order to restrict access to digital media. digital rights management (DRM) is used to lock material and allows users to use that media for specific cases. For example, DRM allows a movie producer to rent a movie at a lower price than selling the movie, restricting the movie rental license length, rather than only selling the movie at full price. Additionally, DRM can prevent unauthorized sharing or modification of media.

Digital Media is numerical, networked and interactive system of links and databases that allows us to navigate from one bit of content or webpage to another.

One form of digital media that is becoming a phenomenon is in the form of an online magazine or digital magazine. What exactly is a digital magazine? Due to the economic importance of digital magazines, the Audit Bureau of Circulations integrated the definition of this medium in its latest report (March 2011): a digital magazine involves the distribution of a magazine content by electronic means; it may be a replica. [74] This is an outdated definition of what a digital magazine is. A digital magazine should not be, in fact, a replica of the print magazine in PDF, as was common practice in recent years. It should, rather, be a magazine that is, in essence, interactive and created from scratch to a digital platform (Internet, mobile phones, private networks, iPad or other device). [74] The barriers for digital magazine distribution are thus decreasing. At the same time digitizing platforms are broadening the scope of where digital magazines can be published, such as within websites and on smartphones. [75] With the improvements of tablets and digital magazines are becoming visually enticing and readable magazines with it graphic arts. [76]

See also

Related Research Articles

Electronic publishing includes the digital publication of e-books, digital magazines, and the development of digital libraries and catalogues. It also includes an editorial aspect, that consists of editing books, journals or magazines that are mostly destined to be read on a screen.

An application program is a computer program designed to carry out a specific task other than one relating to the operation of the computer itself, typically to be used by end-users. Word processors, media players, and accounting software are examples. The collective noun refers to all applications collectively. The other principal classifications of software are system software, relating to the operation of the computer, and utility software ("utilities").

Mobile device Small, hand-held computing device

A mobile device is a computer small enough to hold and operate in the hand. Typically, any handheld computer device will have an LCD or OLED flatscreen interface, providing a touchscreen interface with digital buttons and keyboard or physical buttons along with a physical keyboard. Many such devices can connect to the Internet and interconnect with other devices such as car entertainment systems or headsets via Wi-Fi, Bluetooth, cellular networks or near field communication (NFC). Integrated cameras, the ability to place and receive voice and video telephone calls, video games, and Global Positioning System (GPS) capabilities are common. Power is typically provided by a lithium-ion battery. Mobile devices may run mobile operating systems that allow third-party apps specialized for said capabilities to be installed and run.

Tablet computer Mobile computer with integrated display, circuitry and battery, typically shares similarities with smartphones

A tablet computer, commonly shortened to tablet, is a mobile device, typically with a mobile operating system and touchscreen display processing circuitry, and a rechargeable battery in a single, thin and flat package. Tablets, being computers, do what other personal computers do, but lack some input/output (I/O) abilities that others have. Modern tablets largely resemble modern smartphones, the only differences being that tablets are relatively larger than smartphones, with screens 7 inches (18 cm) or larger, measured diagonally, and may not support access to a cellular network.

Mobile web

The mobile web refers to browser-based World Wide Web services accessed from handheld mobile devices, such as smartphones or feature phones, through a mobile or other wireless network.

Mobile porn, also known as mobile adult content, mobile erotica or cellphone adult content, is pornography transmitted over mobile telecommunications networks for consumption on mobile devices: mainly mobile phones, tablets and smartphones.

Digital Revolution Shift from analogue to digital electronics

The Digital Revolution is the shift from mechanical and analogue electronic technology to digital electronics which began in the latter half of the 20th century, with the adoption and proliferation of digital computers and digital record-keeping, that continues to the present day. Implicitly, the term also refers to the sweeping changes brought about by digital computing and communication technologies during this period. From analogous to the Agricultural Revolution and Industrial Revolution, the Digital Revolution marked the beginning of the Information Age.

Digital media player

A digital media player is a type of consumer electronics device designed for the storage, playback, or viewing of digital media content. They are typically designed to be integrated into a home cinema configuration, and attached to a television and/or AV receiver.

Android (operating system) Mobile operating system

Android is a mobile operating system based on a modified version of the Linux kernel and other open source software, designed primarily for touchscreen mobile devices such as smartphones and tablets. Android is developed by a consortium of developers known as the Open Handset Alliance and commercially sponsored by Google. It was unveiled in November 2007, with the first commercial Android device, the HTC Dream, being launched in September 2008.

RealNetworks American streaming software company founded in 1994

RealNetworks, Inc. is a provider of artificial intelligence and computer vision based products. RealNetworks was a pioneer in Internet streaming media delivery software and services. They are based in Seattle, Washington, United States. The company also provides subscription-based online entertainment services and mobile entertainment and messaging services.

A smart TV, also known as a connected TV (CTV), is a traditional television set with integrated Internet and interactive Web 2.0 features, which allows users to stream music and videos, browse the internet, and view photos. Smart TVs are a technological convergence of computers, televisions, and digital media players. Besides the traditional functions of television sets provided through traditional broadcasting media, these devices can provide access to over-the-top media services such as streaming television and internet radio, along with home networking access.

An over-the-top (OTT) media service is a media service offered directly to viewers via the Internet. OTT bypasses cable, broadcast, and satellite television platforms, the types of companies that traditionally act as controllers or distributors of such content. It has also been used to describe no-carrier cellphones, where all communications are charged as data, avoiding monopolistic competition, or apps for phones that transmit data in this manner, including both those that replace other call methods and those that update software.

An app store is a type of digital distribution platform for computer software called applications, often in a mobile context. Apps provide a specific set of functions which, by definition, do not include the running of the computer itself. Complex software designed for use on a personal computer, for example, may have a related app designed for use on a mobile device. Today apps are normally designed to run on a specific operating system—such as the contemporary iOS, macOS, Windows or Android—but in the past mobile carriers had their own portals for apps and related media content.

Mobile app Software application designed to run on mobile devices

A mobile application, also referred to as a mobile app or simply an app, is a computer program or software application designed to run on a mobile device such as a phone, tablet, or watch. Mobile applications often stand in contrast to desktop applications which are designed to run on desktop computers, and web applications which run in mobile web browsers rather than directly on the mobile device.


Jeotex, Inc., known until 2019 as Datawind, Inc. and founded in Montreal, Quebec, Canada, is a developer and manufacturer of low-cost tablet computers and smartphones. Datawind manufactures low cost tablets and sells these primarily in India, Nigeria, the United Kingdom, Canada, and the United States of America. The company is known for its development of the Aakash tablet computer, which is the world's cheapest tablet at US$37.99/unit. The Aakash tablet was developed for India's Ministry for Human Resource Development (MHRD).

Digital content Content that exists in digital data form

Digital content is any content that exists in the form of digital data. Also known as digital media, digital content is stored on digital or analog storage in specific formats. Forms of digital content include information that is digitally broadcast, streamed, or contained in computer files. Viewed narrowly, digital content includes popular media types, while a broader approach considers any type of digital information as digital content.

Digital omnivore

A digital omnivore is a descriptive term meant to capture the indiscriminate and seamless modalities that consumers use to access the World Wide Web. This cultural meme reflects "the popularization of smartphones and the introduction of tablets and other web-enabled devices that allow consumers to access media content through several touch-points during the course of their daily digital lives." As Mobile Web users increasingly own mobile devices, cross-platform multimedia consumption will continue to re-shape the digital landscape, both in terms of the type of media content they consume and how they consume it.

A digital newsstand is a digital distribution platform for downloadable newspapers, magazines and journals. Examples include Apple's Newsstand and Google Play Newsstand – both of which have been discontinued – and Amazon Kindle Newsstand. It is an online development of the traditional news stand.

Google Cast is a proprietary protocol developed by Google for playing Internet-streamed audio/video content on a compatible consumer device. The protocol is used to initiate and control playback of content on digital media players, high-definition televisions, and home audio systems using a mobile device, personal computer, or smart speaker. The protocol was first launched on July 24, 2013, to support Google's first-generation Chromecast player. The Google Cast SDK was released on February 3, 2014, allowing third parties to modify their software to support the protocol. According to Google, over 20,000 Google Cast-ready apps were available as of May 2015. Support for Google Cast has since been integrated into subsequent devices, such as the Nexus Player and other Android TV devices, as well as soundbars, speakers, and later models of the Chromecast. Consumer devices that natively support the protocol are marketed as Chromecast built-in. As of October 2017, over 55 million Chromecasts and Chromecast built-in devices have been sold.

TVPlayer is an Internet television service in the United Kingdom, owned by international digital distribution company Alchimie. It provides access to free live television channel streams using a web browser or application software via big screen and small screen mobile devices. Alongside the free service, TVPlayer offers multiple no contract monthly subscriptions each carrying different premium live television channel streams.


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Further reading