Practice 2.5 Space with authentic IB Digital Society (DS) exam questions for both SL and HL students. This question bank mirrors Paper 1, 2, 3 structure, covering key topics like systems and structures, human behavior and interaction, and digital technologies in society. Get instant solutions, detailed explanations, and build exam confidence with questions in the style of IB examiners.
Algorithmic recommendation systems
Algorithmic recommendation systems are used across a wide range of digital platforms, including YouTube, Spotify, Amazon, and dating applications. These systems analyze large volumes of user data such as viewing history, clicks, likes, and purchases in order to suggest content, products, or connections that are predicted to be relevant. Recommendations are continuously updated as users interact with the platform.
These systems consist of interconnected components, including users, algorithms, data inputs, and content providers. Changes in one part of the system can affect other parts, creating feedback loops that influence both individual behaviour and wider cultural trends. While recommendation systems are designed to improve user experience and engagement, they can also produce unintended consequences such as filter bubbles, bias amplification, and reduced diversity of content. This case highlights how algorithmic systems operate as complex and interdependent digital systems.
Identify three elements that make up an algorithmic recommendation system.
Identify three ways elements within an algorithmic recommendation system interact with each other.
Analyze the intended and unintended consequences of changes within algorithmic recommendation systems.
Evaluate how systems thinking and complexity theory help explain the behaviour of algorithmic recommendation systems.
Case study: Virtual worlds and the construction of digital space
Virtual world platforms such as Minecraft, Second Life, and emerging metaverse environments allow users to create, organize, and inhabit digital spaces. These environments are often built using user-generated content and governed by social norms, community rules, and platform design choices. Virtual spaces serve a wide range of purposes, including education, business meetings, creative expression, and social interaction.
Unlike physical spaces, virtual environments are not constrained by geography, distance, or physical laws. Users can move instantly between locations, interact across global networks, and design spaces that reflect cultural values or social structures. However, access to virtual spaces depends on factors such as technology, cost, and digital literacy. As virtual worlds expand, questions arise about how space is organized, who controls access and movement, and how virtual environments operate at different scales from small communities to global platforms.
Define the term “digital space” in the context of virtual worlds.
Outline two ways humans organize and construct virtual spaces using cultural or social features.
Analyze how access, movement, and flows influence the design and experience of virtual spaces.
Evaluate the extent to which virtual spaces operate differently across local and global scales.
Source A
Source B (excerpt from NorthQuay Logistics website)
NorthQuay Logistics deployed WorkSight to standardize performance management across its warehouses and delivery fleet. In a staff email, leadership said WorkSight would “increase fairness by using consistent metrics” and “help identify training needs early.” The email also stated that monitoring would “reduce safety incidents by flagging fatigue and distraction” and “protect customers through stronger accountability.” Managers were encouraged to use the dashboard for coaching conversations and to document repeated low scores. Workers were told they could view their status in the WorkSight app, but that some data (such as comparison rankings and screenshot logs) would remain manager-only “to prevent gaming the system.” The company said data would not be sold, but it could be shared with contracted HR services for auditing and dispute resolution.
Source C (excerpt from WorkSight stats)
After WorkSight, recorded coaching meetings increased by 38%; written warnings increased by 16%.
61% of workers report checking their score multiple times per shift; 44% say it changes how often they take breaks.
Safety reports: minor incidents decreased by 9%, but near-miss reports decreased by 21% (workers cite “fear of being flagged”).
Turnover rose from 19% to 27% in monitored roles; exit interviews frequently mention “constant surveillance” and “no context.”
Managers report faster dispute handling, but workers report more account lockouts after automated “anomalous activity” flags.
Source D (commentary on WorkSight)
WorkSight is more than just a tool. It is a power arrangement disguised as “fairness.” NorthQuay says the metrics are consistent, but consistency is not the same as justice. When your job becomes a stream of captured signals (pings, screenshots, time stamps), management gains the authority to define what counts as “work” and what counts as “waste.” Meanwhile, workers get a simplified score band and motivational messages, not the full story of how they’re judged. That asymmetry matters. It makes contesting decisions harder and discipline easier. Even the language of “coaching” is slippery: the system produces more warnings, more pressure, and fewer moments where human context can override the dashboard. If safety is truly the goal, why do near-miss reports fall? People stop reporting when reporting feels risky. Power in a digital society often works like this: not by loud commands, but by quiet measurement that changes behaviour. The workplace becomes a monitored space where compliance is built into the interface.
State two types of worker data that WorkSight collects, as shown in Source A.
Explain how NorthQuay’s stated goals in Source B could increase managerial power over workers.
Compare and contrast how Source C and Source D portray the consequences of WorkSight for workers.
Discuss whether systems like WorkSight mainly improve accountability or mainly reinforce unequal power in workplaces. With reference to all the sources (A–D) and your own knowledge of the Digital Society course, consider structural power, information asymmetry, consent, and the potential for intended and unintended consequences.
Cloud networks allow for data storage and access over the internet, making data accessible from anywhere. This accessibility supports remote work, file sharing, and collaboration but also raises concerns about data security and control over personal information.
Evaluate the impact of cloud networks on data accessibility, considering the benefits for remote work and the potential security risks.
Drones are widely used for surveillance in law enforcement and border control. While they enhance monitoring capabilities and can improve public safety, drones also raise concerns about privacy, consent, and the potential misuse of surveillance technology in public and private spaces.
Discuss the impact of drone technology on public surveillance and privacy, considering both the benefits for security and the ethical implications for individual privacy rights.
Firewalls are critical for network security, acting as barriers between internal networks and external threats. They control incoming and outgoing traffic, protecting against unauthorized access and cyber attacks. However, configuring firewalls effectively can be challenging, especially in large organizations.
Evaluate the role of firewalls in securing organizational networks, considering their effectiveness and potential challenges in implementation.
Malicious software (malware) is a significant threat to users of personal devices, as it can steal sensitive information, disrupt services, or even cause financial losses. With increased connectivity, devices are more vulnerable to these attacks, raising ethical questions about responsibility in cybersecurity.
Evaluate the ethical responsibilities of software developers and users in preventing the spread of malicious software on personal devices.
Moore’s Law has driven rapid advancements in technology by predicting that the number of transistors on a chip doubles approximately every two years. This trend has influenced the affordability, size, and power of devices like smartphones and laptops, though some predict Moore’s Law may be slowing down.
Discuss the significance of Moore’s Law in shaping the development of personal computing devices, including potential consequences if the law’s trend no longer holds true.
Gaming and digital identity formation
Online gaming platforms such as Discord, Roblox, and multiplayer online games have become important spaces where young people explore and construct their identities. Through avatars, usernames, voice chat, and in-game behaviour, players can present different aspects of themselves and experiment with alternative personas. Gaming environments also allow users to join communities based on shared interests, skill levels, or play styles, which can influence how identity is performed and recognised.
For many players, gaming identities are shaped through interaction with others, including collaboration, competition, and social norms within specific communities. These identities are not fixed and may change over time as players develop new skills, move between games, or participate in different social groups. In some cases, relationships formed in gaming environments extend into offline friendships, further influencing how young people understand and express their identities.
Define the term “digital identity” in the context of online gaming.
Outline two ways online gaming environments support identity exploration for young people.
Analyze how gaming identities can change over time and across different gaming contexts.
Evaluate the extent to which conformity, stereotype, and deviance theories help explain behaviour and identity within gaming communities.
Discuss the decision for an owner of an art gallery to develop a virtual tour that is accessible online.
Practice 2.5 Space with authentic IB Digital Society (DS) exam questions for both SL and HL students. This question bank mirrors Paper 1, 2, 3 structure, covering key topics like systems and structures, human behavior and interaction, and digital technologies in society. Get instant solutions, detailed explanations, and build exam confidence with questions in the style of IB examiners.
Algorithmic recommendation systems
Algorithmic recommendation systems are used across a wide range of digital platforms, including YouTube, Spotify, Amazon, and dating applications. These systems analyze large volumes of user data such as viewing history, clicks, likes, and purchases in order to suggest content, products, or connections that are predicted to be relevant. Recommendations are continuously updated as users interact with the platform.
These systems consist of interconnected components, including users, algorithms, data inputs, and content providers. Changes in one part of the system can affect other parts, creating feedback loops that influence both individual behaviour and wider cultural trends. While recommendation systems are designed to improve user experience and engagement, they can also produce unintended consequences such as filter bubbles, bias amplification, and reduced diversity of content. This case highlights how algorithmic systems operate as complex and interdependent digital systems.
Identify three elements that make up an algorithmic recommendation system.
Identify three ways elements within an algorithmic recommendation system interact with each other.
Analyze the intended and unintended consequences of changes within algorithmic recommendation systems.
Evaluate how systems thinking and complexity theory help explain the behaviour of algorithmic recommendation systems.
Case study: Virtual worlds and the construction of digital space
Virtual world platforms such as Minecraft, Second Life, and emerging metaverse environments allow users to create, organize, and inhabit digital spaces. These environments are often built using user-generated content and governed by social norms, community rules, and platform design choices. Virtual spaces serve a wide range of purposes, including education, business meetings, creative expression, and social interaction.
Unlike physical spaces, virtual environments are not constrained by geography, distance, or physical laws. Users can move instantly between locations, interact across global networks, and design spaces that reflect cultural values or social structures. However, access to virtual spaces depends on factors such as technology, cost, and digital literacy. As virtual worlds expand, questions arise about how space is organized, who controls access and movement, and how virtual environments operate at different scales from small communities to global platforms.
Define the term “digital space” in the context of virtual worlds.
Outline two ways humans organize and construct virtual spaces using cultural or social features.
Analyze how access, movement, and flows influence the design and experience of virtual spaces.
Evaluate the extent to which virtual spaces operate differently across local and global scales.
Source A
Source B (excerpt from NorthQuay Logistics website)
NorthQuay Logistics deployed WorkSight to standardize performance management across its warehouses and delivery fleet. In a staff email, leadership said WorkSight would “increase fairness by using consistent metrics” and “help identify training needs early.” The email also stated that monitoring would “reduce safety incidents by flagging fatigue and distraction” and “protect customers through stronger accountability.” Managers were encouraged to use the dashboard for coaching conversations and to document repeated low scores. Workers were told they could view their status in the WorkSight app, but that some data (such as comparison rankings and screenshot logs) would remain manager-only “to prevent gaming the system.” The company said data would not be sold, but it could be shared with contracted HR services for auditing and dispute resolution.
Source C (excerpt from WorkSight stats)
After WorkSight, recorded coaching meetings increased by 38%; written warnings increased by 16%.
61% of workers report checking their score multiple times per shift; 44% say it changes how often they take breaks.
Safety reports: minor incidents decreased by 9%, but near-miss reports decreased by 21% (workers cite “fear of being flagged”).
Turnover rose from 19% to 27% in monitored roles; exit interviews frequently mention “constant surveillance” and “no context.”
Managers report faster dispute handling, but workers report more account lockouts after automated “anomalous activity” flags.
Source D (commentary on WorkSight)
WorkSight is more than just a tool. It is a power arrangement disguised as “fairness.” NorthQuay says the metrics are consistent, but consistency is not the same as justice. When your job becomes a stream of captured signals (pings, screenshots, time stamps), management gains the authority to define what counts as “work” and what counts as “waste.” Meanwhile, workers get a simplified score band and motivational messages, not the full story of how they’re judged. That asymmetry matters. It makes contesting decisions harder and discipline easier. Even the language of “coaching” is slippery: the system produces more warnings, more pressure, and fewer moments where human context can override the dashboard. If safety is truly the goal, why do near-miss reports fall? People stop reporting when reporting feels risky. Power in a digital society often works like this: not by loud commands, but by quiet measurement that changes behaviour. The workplace becomes a monitored space where compliance is built into the interface.
State two types of worker data that WorkSight collects, as shown in Source A.
Explain how NorthQuay’s stated goals in Source B could increase managerial power over workers.
Compare and contrast how Source C and Source D portray the consequences of WorkSight for workers.
Discuss whether systems like WorkSight mainly improve accountability or mainly reinforce unequal power in workplaces. With reference to all the sources (A–D) and your own knowledge of the Digital Society course, consider structural power, information asymmetry, consent, and the potential for intended and unintended consequences.
Cloud networks allow for data storage and access over the internet, making data accessible from anywhere. This accessibility supports remote work, file sharing, and collaboration but also raises concerns about data security and control over personal information.
Evaluate the impact of cloud networks on data accessibility, considering the benefits for remote work and the potential security risks.
Drones are widely used for surveillance in law enforcement and border control. While they enhance monitoring capabilities and can improve public safety, drones also raise concerns about privacy, consent, and the potential misuse of surveillance technology in public and private spaces.
Discuss the impact of drone technology on public surveillance and privacy, considering both the benefits for security and the ethical implications for individual privacy rights.
Firewalls are critical for network security, acting as barriers between internal networks and external threats. They control incoming and outgoing traffic, protecting against unauthorized access and cyber attacks. However, configuring firewalls effectively can be challenging, especially in large organizations.
Evaluate the role of firewalls in securing organizational networks, considering their effectiveness and potential challenges in implementation.
Malicious software (malware) is a significant threat to users of personal devices, as it can steal sensitive information, disrupt services, or even cause financial losses. With increased connectivity, devices are more vulnerable to these attacks, raising ethical questions about responsibility in cybersecurity.
Evaluate the ethical responsibilities of software developers and users in preventing the spread of malicious software on personal devices.
Moore’s Law has driven rapid advancements in technology by predicting that the number of transistors on a chip doubles approximately every two years. This trend has influenced the affordability, size, and power of devices like smartphones and laptops, though some predict Moore’s Law may be slowing down.
Discuss the significance of Moore’s Law in shaping the development of personal computing devices, including potential consequences if the law’s trend no longer holds true.
Gaming and digital identity formation
Online gaming platforms such as Discord, Roblox, and multiplayer online games have become important spaces where young people explore and construct their identities. Through avatars, usernames, voice chat, and in-game behaviour, players can present different aspects of themselves and experiment with alternative personas. Gaming environments also allow users to join communities based on shared interests, skill levels, or play styles, which can influence how identity is performed and recognised.
For many players, gaming identities are shaped through interaction with others, including collaboration, competition, and social norms within specific communities. These identities are not fixed and may change over time as players develop new skills, move between games, or participate in different social groups. In some cases, relationships formed in gaming environments extend into offline friendships, further influencing how young people understand and express their identities.
Define the term “digital identity” in the context of online gaming.
Outline two ways online gaming environments support identity exploration for young people.
Analyze how gaming identities can change over time and across different gaming contexts.
Evaluate the extent to which conformity, stereotype, and deviance theories help explain behaviour and identity within gaming communities.
Discuss the decision for an owner of an art gallery to develop a virtual tour that is accessible online.