On Take Our Daughters to Work Day, What Better Time to Examine What's

Total Page:16

File Type:pdf, Size:1020Kb

On Take Our Daughters to Work Day, What Better Time to Examine What's Technology News A High-Tech Career of Her Own By Jim Rapp, TechWeb We have been bombarded with headlines about the lack of skilled computer and technology workers in the United States, that many say point to the need to hire foreign technology professionals. But perhaps we are discounting one key group that exists right in our own backyards. Women have increasingly become a key component of the labor force. By the millennium, 8 out of 10 women, ages 25 to 54 will be working, and according to the Women's College Coalition, the best- paying occupations will require the highest technical skills. In fact, based on Bureau of Labor Statistics projections, computer scientists, computer engineers, and systems analysts will be the top three growth occupations well into the next decade. On Take Our Daughters To Work Day, what better time to examine what is being done to prepare girls for a lucrative, high-tech career. In fact, a handful of enterprising companies are addressing exactly that, with such offerings as interactive CD-ROM games, technology toys, books, and specialty websites to help girls feel more comfortable with technology and their abilities. "Technology is not an end in itself, but a vehicle for what one really likes to do," says Laura Groppe, president and CEO at Girl Games, an interactive software company in Austin, Texas, that targets 8- to 18-year-old girls. "Girls do not want to learn to like a computer, but rather the outcome of what it and other technology can offer. Only then will they see the merit of, and seek to become the coders, creators, and producers of technology. You kind of go through the back door." Girls And Computers Statistics from the National Science Foundation show between 1985 and 1995, women went from earning 36 percent of computer science bachelor's degrees to 28 percent. Furthermore, in 1997 only 17 percent of high school students testing for computer science college credit were female. Yet, a 1997 Gallup Poll of 13- to 17-year-olds found relatively small differences between girls and boys in terms of their general orientation toward technology. What accounts for this disparity? "In surveys, many girls will say I really 'like' computers, which often means they like using applications, word-processing programs, spreadsheets, the Internet, and games -- as opposed to computer programming, software development, and hardware engineering," says Cynthia Lanius, a Houston math teacher and program manager at GirlTECH, a teacher-training program sponsored by the Center for Parallel Computation at Rice University to help move girls toward technology. Another answer may lie in how children approach computers, play, and, indeed, life. Numerous studies have found that as boys and girls mature, their play patterns diverge, with girls preferring to interact with one another, deal with emerging life issues, and create a sense of community -- translating to a technology career involving product conceptualization; by contrast, boys go for repetitive, shoot-em-up games, and score-based activities -- more in line with the methodical pursuits of software coding and programming. Ten-year-old Jena Mason, of Alexandria, Va., says her brother's games "kind of get boring because they're normally doing the same things." She prefers Clueless, a game co-developed by Mattel and Girl Games, based on the popular movie, because "there's like a big screen, and all these malls, and then a house, and you're driving in this little car, and you have to pick where you want to go." Sizing Up The Market With the intent of getting girls more tech-savvy, a handful of entrepreneurial companies in recent years have developed technology products aimed solely at girls. The business opportunity has not likely been discounted either: The U.S. market represents more than 19 million girls ages 8 to 18, according to Girls Games, with 6 million multimedia computers, representing $45 billion in annual retail purchases. In addition, an estimated 73 percent of preteen girls use computers. A key segment is the interactive CD-ROM market. According to PC Data, a market research firm in Reston, Va., from 1996 to 1997 the number of girl-oriented titles increased by 130 percent, from 20 to 46, and revenues grew 132 percent, from $27.6 million to $64 million. <Picture>One company working in this niche is Groppe's Girl Games. The company, along with Simon & Schuster, rolled out Let's Talk About ME!, an interactive handbook for growing up. The CD-ROM has interviews with female role models including Senator Diane Feinstein (D-Calif.), 10 personality quizzes, a password-protected diary, and even a puberty game show called "I Kid You Not" in which girls learn about their bodies. "The product is a tool girls need to constructively go through adolescence," says Groppe, an Academy Award-winning independent film producer and four-time MTV Award winner. <Picture>Meantime, former Carmen Sandiego game producer Dr. Janese Swanson started San Rafael, Calif.-based Girl Tech to create entertaining products that foster strength and connection between girls, and raise awareness of (and confidence in) using technology. The company focuses on affordable technology hardware products such as Swap-It Locket, which enables trading of recorded secret messages, and such books as Tech Girl's Internet Adventures, which brings girls into the world of technology with a sense of fun and adventure. Desktop Tool Kit, a CD-ROM due out shortly, will enable girls to create a custom home page on Girl Tech's website. Despite the educational nature of many of these offerings, last year game maker Mattel commanded 70.96 percent of total revenue for the girl-oriented CD-ROM market with hits like Barbie Fashion Designer and Barbie Magic Hair Styler, according to PC Data (see chart, below). Some argue games such as these simply reinforce traditional female stereotypes related to appearance and traditional work roles, with little impact on moving girls into high-end technology. "Barbie games are OK if they bring young girls to computers, which starts them exploring all kinds of other things," says Roberta Furger, author of Does Jane Compute? Preserving Our Daughters' Place in the Cyber Revolution. Furger says she believes girl games should mean more than just dolls, creativity, and some of the more narrowly defined game activities we have been seeing so far. It would be "unfortunate" if Barbie was the only kind of game played on the computer, Furger says. Groppe says the stereotype argument is a misdirected rap. "Our products do not revolve around appearance," she says. "They are designed around highly diagnosed play patterns, which show that just because girls are interested in social interaction games does not mean they are less competitive than boys." Smaller women-owned companies like Girl Games and Girl Tech "are really working to break stereotypes and create more valuable and engaging products," says Aliza Sherman, president of New York-based Cybergrrl. And more so than larger companies, she says, which are more inclined toward marketing stereotypical products "perpetuating the myth that all little girls want to know about is beauty and fashion." In the end, all agree perhaps the most significant thing we can do for girls is continue to boost their confidence. "It is good that these girls like computers, and games may be a good entree -- but they are not enough," says GirlTech's Lanius. "We must encourage girls to take the highest levels of math, science, and computer science their schools offer, and 'expect' that women will become computer scientists rather than they won't." 10 Ways To Encourage Girls In Technology • Truly believe that girls are meant for science, math, and technology careers. • At least 50 percent of computer science students at your daughters' schools should be girls. If not, work to rectify the situation. • Encourage schools to start a technical mentoring program aimed at girls. • Expect and advocate for homework that includes complex problem-solving. • Do not let boys monopolize the family computer. • Girls like to join clubs and take classes with friends. Help them do this. • Buy a girl a gift certificate to a computer store rather than clothing store. • Spend time with your daughter on the computer. Let her teach you. • Be involved in purchasing software. Move her toward fun but beneficial products. • Make your daughter aware of how technology enables you to perform your work, and its importance to her future. -- GirlTECH and Women's College Coalition (04/22/98; 6:42 p.m. EST) .
Recommended publications
  • Girls & Technology
    DOCUMENT RESUME ED 441 395 IR 020 291 TITLE Girls & Technology: An Idea Book for Educators & Parents. INSTITUTION National Coalition of Girls' Schools, Concord, MA. SPONS AGENCY National Science Foundation, Arlington, VA. PUB DATE 2000-00-00 NOTE 70p. AVAILABLE FROM National Coalition of Girls' Schools, 228 Main Street, Concord, MA 01742. Tel: 978-287-4485; Fax: 978-287-6014; e-mail: [email protected]; Web site: http://www.ncgs.org. PUB TYPE Guides Classroom Teacher (052) EDRS PRICE MF01/PC03 Plus Postage. DESCRIPTORS Computer Literacy; *Computer Uses in Education; Educational Resources; *Educational Technology; Elementary Secondary Education; *Females; Learning Activities; Lesson Plans IDENTIFIERS *National Coalition of Girls Schools ABSTRACT This booklet represents an effort to combine research findings, strategies, teaching and parenting tips, activities, career profiles, and print and online information that can help make technology more accessible to girls. Chapters include: "Why a Focus on Girls & Technology: New Priorities"; "Girls & Technology: Different Styles of Learning"; "Girls & Technology: Different Teaching Strategies"; "Technology Tips for Teachers & Parents"; "The Internet: An Incredible Resource!"; "Computer Games for Girls"; and "Girls, Work and the 21st Century." A final section, "Technology in the Classroom: A Sampling of Ideas from Teachers," presents over 40 pages of lesson plans, activities, assignments, and charts and diagrams to guide teachers in integrating technology into the curriculum. A selected bibliography and a list of additional selected organizational resources with contact information are also included. At the end of the booklet is a brief description of the National Coalition of Girls' Schools (NCGS).(AEF) Reproductions supplied by EDRS are the best that can be made from the original document.
    [Show full text]
  • Guide to the Janese Swanson Innovative Lives Presentation and Interview
    Guide to the Janese Swanson Innovative Lives Presentation and Interview NMAH.AC.0642 Kimberly Tarr. 2009 Archives Center, National Museum of American History P.O. Box 37012 Suite 1100, MRC 601 Washington, D.C. 20013-7012 [email protected] http://americanhistory.si.edu/archives Table of Contents Collection Overview ........................................................................................................ 1 Administrative Information .............................................................................................. 1 Biographical / Historical.................................................................................................... 2 Arrangement..................................................................................................................... 2 Scope and Contents........................................................................................................ 2 Names and Subjects ...................................................................................................... 3 Container Listing ............................................................................................................. 4 Series 1: Original Video, 1998................................................................................. 4 Series 2: Master Videos, 1998................................................................................. 5 Series 3: Reference Videos (viewing copies), 1998................................................ 6 Series 4: Photographs and Slides, 1998................................................................
    [Show full text]
  • Carmen Sandiego?
    WHERE IN THE U.S.A. IS CARMEN SANDIEGO? USER'S MANUAL A Mystery Exploration Game for Macintosh, Apple 1165, Amiga Acknowledgements: The Macintosh version was programmed by Chris Jochumson. The Apple IIGS and Amiga versions were programmed Jby Sculptured Software. Designed by: Gene Portwood and Lauren Elliott Product Managers: Katherine Bird, Janese Swanson, Kim Walls Clue and Text Development: Susan Meyers, Katherine Bird Graphics: Don Albrecht, Mark Schlichting, Leila Bronstein, Julie Glavin~ Michelle Bushneff Theme Song: Louis Ewens Music and Sound: Tom Rettig Where in the U.S.A. is Cannen Sandiego? is a registered trademark of Br0derbund Software, Inc. Macintosh and Apple IIGS are registered trademarks of Apple Computer, Inc. Amiga is a registered trademark, and Kickstart and Workbench are trademarks of Commodore-Amiga, Inc. © Copyright 1986, 1990 Br0derbund Software, Inc. All rights reserved. R081 1 And you were dreaming of palm trees and sunshine••• 8 a.m., a miserable, stormy morning. After an hour-long commute in the pouring rain, you slosh into the Acme Detective Agency, grunt hello to your secretary, pour yourself a cup of scalding coffee and slump at your desk. It's been a tough year. The only thing good about it is that you've earned a vacation and you're scheduled to leave at 5 p.m. today. You take a swig of coffee and grab a travel brochure from your desk. Visions of sandy beaches, swaying palms, and cool blue waters fill your head. Suddenly, you're snapped back to reality by a newspaper slammed down on your desk. "Read it and weep," a voice growls.
    [Show full text]
  • The History of Gender Stereotyping in Video Game Culture, 1970-2000
    The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By Thomas M. Derr A Dissertation submitted to the Graduate School - Newark Rutgers, The State University of New Jersey In partial fulfillment of the requirements For the degree of Master of Arts Graduate Program in History Federated Department of History at Rutgers University - Newark and NJIT Written under the direction of Elizabeth R. Petrick, Ph.D. and Kyle Riismandel, Ph.D. And approved by ______________________________________ Newark, NJ October, 2020 © 2020 Thomas M. Derr ALL RIGHTS RESERVED ABSTRACT OF THE DISSERTATION The Road to Gamergate: The History of Gender Stereotyping In Video Game Culture, 1970-2000 and Beyond By THOMAS M. DERR Dissertation Director: Elizabeth R. Petrick, PH.D. Computer technology has not always been dominated by men. Prior to 1984, women earning computer science degrees skyrocketed to nearly 37%. After this peak, the numbers dwindled down to just 17% by 2012. What happened here? This paper tells the story of how women grew to become more and more marginalized not only from computing, but from the culture of video games that would become extremely popular as home computers became more available to the public. This story traces how gender roles and stereotypes go on to gatekeep women from participating in video game and computer culture from the 1970s and well into the 2000s and beyond. This gatekeeping is perpetuated through the attitudes and perspectives of men who were typically the developers of computer hardware, software and video games. Public attitudes on violence and sexuality also contributed to the stereotyping of both young boys and girls, which was further reinforced through the narratives of the media.
    [Show full text]
  • Case History: Where in the World Is Carmen Sandiego? “A Mystery Exploration Game”
    Matt Waddell STS 145: Case History Professor Henry Lowood Word Count: 6500 Case History: Where in the World is Carmen Sandiego? “A Mystery Exploration Game” Brotherhood at Brøderbund In the summer of 1964, Doug Carlston attended a summer engineering program at Northwestern University: his first computer programming experience. He later worked at Harvard’s Aiken Computation laboratory, and graduated magna cum laude from Harvard in 1970 with a degree in social relations. In 1975 Carlston received his JD from Harvard law school and established his own law practice in Maine. But he continued to develop games for his Radio Shack computer – the TRS-80 Model 1 – during his college and attorney years. Doug’s programming efforts soon eclipsed his legal practice, and in 1979 he left Maine for Eugene, Oregon to join his younger brother Gary. Doug and Gary Carlston co-founded Brøderbund (pronounced “Brew-der-bund”) Software Inc. in 1980; relatives donated the entirety of their $7,000 in working capital. Indeed, the company’s name reflects its family-based origins – “Brøder” is a blend of the Swedish and Danish words for brother, and “bund” is German for alliance.1 Initially, the “family alliance” sold Doug’s software – Galactic Empire and Galactic Trader – directly to software retailers, but in the summer of 1980 Brøderbund secured an agreement with Japanese software house StarCraft that facilitated both the development and distribution of its arcade-style product line. In 1983 Brøderbund moved from Eugene, Oregon to Novato, California; the company boasted over 40 employees, and its software for the Apple II, Commoodore Vic 20, Commodore 64, and Atari 800 yielded millions of dollars in annual revenue.
    [Show full text]
  • Zachary Pogue Science, Technology, and Society 145 History of Computer Game Design: Technology, Culture, and Business April 20, 2001
    Zachary Pogue Science, Technology, and Society 145 History of Computer Game Design: Technology, Culture, and Business April 20, 2001 Prof. Henry Lowood TA: Casey Alt Edutainment – Evaluating the Social Change-Value of Carmen Sandiego “Give your kids the advantage they need for success…” – The Learning Company Some of the greatest innovations of the twentieth century have stemmed from humble beginnings. Take Apple Computer, for example. Apple’s start as a company was not in a large research and development laboratory, but rather within a garage with two electronic hobbyists and some electronic kits. Hewlett and Packard also had less than extraordinary beginnings when they decided to start HP in 1938. The fact which seems to hold true rests in the idea that the product of great innovation does not need to be fostered in the depths of an R&D lab with an unlimited budget. Rather, products of great innovation are bred from the depths of the minds of serious individuals, or a group of individuals, focused on change. Starting within the confines of someone’s home as an early software company, BrØderbund focused heavily on utilizing few resources to produce quality software titles to fuel the emerging personal computing industry in the early 1980s. BrØderbund was afforded a very fortunate position due to its early participation within the software sales arena. As long as BrØderbund produced attractive titles for early Apple IIs and Macintosh computers, the company could expect to have a clear and definable market within the public education system with its well-budgeted purchasing power along with the emerging home market.
    [Show full text]
  • 6005889746.Pdf
    The Handbook of Technology and Second Language Teaching and Learning Blackwell Handbooks in Linguistics This outstanding multi‐volume series covers all the major subdisciplines within linguistics today to offer a comprehensive survey of linguistics as a whole. To see the full list of titles available in the series please visit www.wiley.com/go/linguistics‐handbooks The Handbook of Contemporary Syntactic Theory The Handbook of Conversation Analysis Edited by Mark Baltin and Chris Collins Edited by Jack Sidnell and Tanya Stivers The Handbook of Historical Linguistics The Handbook of English for Specific Purposes Edited by Brian D. Joseph and Richard D. Janda Edited by Brian Paltridge and Sue Starfield The Handbook of Second Language Acquisition The Handbook of Bilingualism and Multilingualism, Edited by Catherine J. Doughty and Michael H. Long Second Edition The Handbook of Applied Linguistics Edited by Tej K. Bhatia and William C. Ritchie Edited by Alan Davies and Catherine Elder The Handbook of Language Variation and Change The Handbook of Pragmatics Edited by J. K. Chambers, Peter Trudgill, and Natalie Edited by Laurence R. Horn and Gregory Ward Schilling‐Estes The Handbook of Speech Perception The Handbook of Spanish Second Language Acquisition Edited by David B. Pisoni and Robert E. Remez Edited by Kimberly L. Geeslin The Handbook of the History of English The Handbook of Chinese Linguistics Edited by Ans van Kemenade and Bettelou Los Edited by C.‐T. James Huang, Y.‐H. Audrey Li, and Andrew Simpson The Handbook of English Linguistics Edited by Bas Aarts and April McMahon The Handbook of Language, Gender, and Sexuality, Second Edition The Handbook of World Englishes Edited by Susan Ehrlich, Miriam Meyerhoff, and Janet Edited by Braj B.
    [Show full text]
  • Super Mario Kart
    Todd Brown STS 145 Case History 3/22/2001 Why in the World is Carmen Sandiego a Success? In the beginning, computers were not much more than giant calculators. Corporations used them for complex calculations and eventually databases and spreadsheets. The machines also began to take on automated tasks and could handle them well. The giant mainframes were what were used, and companies like IBM bet their business strategy that this atmosphere of the computer industry would continue as such. Then, microchips started appearing, and, with them, those big old computers started to come in smaller sizes. Then, these little computers were showing up in people’s homes. It was when this started to happen that the magic of computers left the exclusive basements of office building and entered home users’ dens and living rooms. With that, a new market of possibilities opened up as these consumers sought software for their new home computers. One of the new areas that began to emerge from this shift was in educational software for children. Such software could provide parents and teachers a way to trick their children into learning something by hiding it behind an entertaining mask. This combination of education and entertainment formed the field of ‘edutainment’ software, and adults could not be more excited. After all, they saw how engrossed children became while playing computer and arcade games; if this level of concentration could be harnessed to teach the child something, imagine the possibilities! Unfortunately, the edutainment field fell rather flat. The reason for this lies in a fact that many people recognize yet seem to forget all too quickly: kids are much savvier than adults think.
    [Show full text]
  • Gamification I Plotlearner – Et Midlertidigt Forslag
    Gamification i PLOTLearner – et midlertidigt forslag Af Mikael Grønhøj Skovgård Titel: Gamification i PLOTLearner – et midlertidigt forslag Speciale udarbejdet af: Mikael Grønhøj Skovgård Studienr. 20111442 10. Semester - kandidatspeciale Kandidatuddannelsen i informationsarkitektur – persuasivt design-linjen Aalborg Universitet Vejleder: Nicolai Winther-Nielsen Dato. 18.10.13 Anslag: 191932 Normalsider: 80 ___________________________________ Mikael Grønhøj Skovgård, 18.10.13 Abstract In this thesis the goal is to first present gamification and secondly to improve the learning with PLOTLearner by implementing gamification in this program. In the first part, I seek to explore the concept of gamification. First through the lens of play where I find that play exist in a magic circle which is defined by other rules than the real world and can be seen as a safe environment where conflicts is not as dangerous as in the real world. Afterwards I explore gamification through the lens of game design as presented by Salen and Zimmermen. Here I try to find what is significant for games by using the schemas of rules, play and culture. Furthermore I will point out what people find particularly motivating in games. I will then narrow the focus to just gamification, where I present to different approaches - A marketing approach and a game design research approach. I criticize the first for being too focused on exentric motivation which is not a productive path if the goal is learning. The focus instead should be on intrinsic motivation which is driven by meaning, mastery and autonomy when implementing gamification in a learning context. By comparing gamification and persuasive technology I find that these two design approaches have a lot in common.
    [Show full text]
  • The Role of IT in Business
    WHAT ROLE DOES/SHOULD IT PLAY IN THE WORLD OF BUSINESS? (WEEK 1) The Role of IT in Business: • Creating office documents, maintaining schedules etc • Allowing employees to communicate with each other and with customers/suppliers • Capturing business transactions • Providing information about an organisation’s business operations to support and assist managers • Evaluating options to help managers make decisions • Emulating human expert decision-making • Monitoring the competitive environment for strategic planning How did this happen? The contributions of many “HEROS” who have taken crucial steps (see the following slides) Millions of Business Women and Men (like you) who contribute to the evolution of new applications of IT in the world of business every day!!! Some Heroes (Bricklin, Gates, Jobs, Berners-Lee, Zukerberg) Dan Bricklin - Father of the Spreadsheet • Daniel Singer "Dan" Bricklin (born 16 July 1951), often referred to as “The Father of the Spreadsheet”, is the American co-creator, with Bob Frankston, of the VisiCalc spreadsheet program. • While a student at Harvard Business School, Bricklin co-developed VisiCalc in 1979, making it the first electronic spreadsheet readily available for home and office use. It ran on an Apple II computer. • VisiCalc is widely credited for fueling the rapid growth of the personal computer industry. • Instead of doing financial projections with manually calculated spreadsheets, and having to recalculate with every single cell in the sheet, VisiCalc allowed the user to change any cell, and have the entire sheet automatically recalculated. • This turned 20 hours of work into 15 minutes and allowed for more creativity Bill Gates – Co-founder of Microsoft • William Henry "Bill" Gates III (born October 28, 1955) is an American business magnate, investor, programmer, inventor and philanthropist.
    [Show full text]
  • Gender-Oriented Vs. Gender-Neutral Computer Games in Education
    GENDER-ORIENTED VS. GENDER-NEUTRAL COMPUTER GAMES IN EDUCATION DISSERTATION Presented in Partial Fulfillment of the Requirements for The Degree Doctor of Philosophy in the Graduate School of The Ohio State University By Khalid Al Mubireek, B.A., M.A. * * * * * The Ohio State University 2003 Dissertation Committee: Approved by Professor Suzanne K. Damarin, Advisor Professor William D. Taylor _________________________________ Advisor Professor Richard J. Voithofer College of Education Copyright by Khalid Al Mubireek 2003 ABSTRACT The purpose of this study was to examine student preferences for and performance on gender-oriented versus gender-neutral educational computer games. As a secondary purpose, this looked at the issue of whether educational computer games affect girls’ and boys’ perceptions of the study of mathematics and the relevance of mathematics to their lives. Some theorists have stated that gender-neutral educational media do not have the same appeal to students as gender-oriented media. This study sought to answer the specific question of whether students preferred using gender-neutral or gender-oriented computer games related to the subject of math. A descriptive-correlational research design combined with a qualitative research data-collection approach was used. Data included pre-game-playing and post-game- playing interviews, performance data based on computer game scores, and the researcher’s observations. The study was conducted in the spring of 2003 with the two fourth-grade classes at a Midwestern public elementary school. Study participants were asked to play three specific computer games: a female- oriented game, a male-oriented game, and a gender-neutral game. The gender orientation of the three games had been determined by the researcher based on an in-depth study of ii the body of relevant literature on gender-related characteristics of video and computer games.
    [Show full text]
  • Century, Technology Has Revolutionized Life and Work in Industrialized Countries
    1 CHAPTER I OVERVIEW OF THE STUDY In the last half of the 20th century, technology has revolutionized life and work in industrialized countries. Schools, community agencies, workplaces, learning institutions, and the marketplace have been incorporating the use of technology in the form of the personal computer (PC). The growing uses of PCs have changed how people work, communicate, and function within society and within their families. PCs have also increased individuals’ access to information, have given users new ways to store, organize and produce data, and have made it possible for users to shop, conduct business, and access entertainment on a daily basis. Few places exist in the United States where information and computer technology (IT) has not played a major role. Young people as early as age five have been trained to use computer technology. Senior citizens have also participated in computer technology classes in senior centers, local schools, and training institutions. Eberts and Gisler (1993) reminded us how in 1982, Time magazine named the computer the “Man of the Year” and proclaimed that the computer would “continue to make waves in the job market in the twenty-first century” (p. 115). Now the year 2000 has arrived and the prediction of Time magazine has come true, the computer has not only made significant waves, but also created a tsunami in the field of IT. This “sea change” (Steingraber, 1996) has also created vast deserts of needed workers and over- representation in the computer world for the “men of the years” since the revolution began (Brosnan, 1998, Melamed, 1996).
    [Show full text]