communication scholars started to research new technologies like the internet in 1960s.
communication scholars started to research new technologies like the internet in 1960s.
when did communication scholars start to research new technologies like the internet?
1960s
as barry wellman argues, internet studies may find its beginnings with the 1978 publication of "the network nation", and was largely dominated by computer scientists, presenting at venues like the annual cscw conference. these were quickly joined by researchers in business fields and library and information science. by the late 1990s, more attention was being paid to systematic investigation of users and how they made use of the new technologies. during the 1990s, the rapid diffusion of internet access began to attract more attention from a number of social science and humanities disciplines, including the field of communication. some of these investigations, like the pew internet & american life project and the world internet project framed the research in terms of traditional social science approaches, with a focus less on the technology than on those who use them. but the focus remained at the aggregate level. in the uk, the esrc programme on information and communications technologies (1986–1996) laid considerable ground work on how society and icts interact, bringing together important clusters of scholars from media and communications, society, innovation, law, policy and industry across leading uk universities.
internet studies
bullet::::- in the research phase, players may spend trade points to research new technologies. this phase is performed simultaneously by all players. each technology is organized into a number of ages, and technology research is governed by the "tech pyramid": new "age i" technologies may be researched at any time, and the number of advanced technologies that the player may have at any given time is always one less than the number of technologies of the previous age that has been researched. researching a technology of a particular age requires that the player has a minimum number of trade points, all of which are spent upon performing the research. players with coins, gained from buildings or technologies, may retain some trade when discovering new technologies over the course of the game.
civilization (2010 board game)