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Everything Bad Is Good For You

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Title: Everything Bad Is Good For You


1
Everything Bad Is Good For You
  • Steven Johnson

2
The Elite Perspective
  • Ours is an age besotted with graphic
    entertainments. And in an increasingly
    infantilized society, whose moral philosophy is
    reducible to a celebration of choice, adults
    are decreasingly distinguishable from children in
    their absorption in entertainments and the kinds
    of entertainments they are absorbed in video
    games, computer games, hand-held games, movies on
    their computers and so on. This is progress
    more sophisticated delivery of stupidity.
    (George Will)

3
The Sleeper Curve
  • What is the sleeper curve?

4
The Sleeper Curve
  • What is the sleeper curve?
  • Popular culture is becoming more intellectually
    demanding, not less.

5
The Sleeper Curve
  • What is the sleeper curve?
  • Popular culture is becoming more intellectually
    demanding, not less.
  • Emphasis on cognition over content
  • Todays popular culture may not be showing us
    the righteous path. But it is making us smarter
    (14).

6
Games
  • The intellectual nourishment of reading books is
    so deeply ingrained in our assumptions that its
    hard to contemplate a different viewpoint. But
    as McLuhan famously observed, the problem with
    judging new cultural systems on their own terms
    is that the presence of the recent past
    inevitably colors your vision of the emerging
    form, highlighting the flaws and imperfections
    (18).
  • What if games came first? (see page 19)

7
Games
  • Different media are good at different tasks,
    therefore we should view a particular medium as a
    specialized tool
  • The very fact that I am presenting this argument
    to you in the form of a book and not a television
    drama or a video game should make it clear that I
    believe the printed word remains the most
    powerful vehicle for conveying complicated
    information (23).

8
Games
  • Two arguments
  • By almost all the standards we use to measure
    readings cognitive benefits attention, memory,
    following threads, and so on the nonliterary
    popular culture has been steadily growing more
    challenging over the past thirty years (23).

9
Games
  • Two arguments
  • Increasingly, the nonliterary popular culture is
    honing different mental skills that are just as
    important as the ones exercised by reading books
    (23).

10
Games
  • Evidence
  • The increasing difficulty level of videogames.
    Compare Pong or PacMan to Everquest or Ultima.
  • The emergence of game guides.
  • The SimCity 2000 example.
  • Why are children able to internalize
    sophisticated sets of rules while playing games,
    but seem to have more difficulty in the
    classroom?

11
Games
  • Neurological reward circuitry
  • The dopamine system is a kind of accountant
    keeping track of expected rewards, and sending
    out an alert in the form of lowered dopamine
    levels when those rewards dont arrive as
    promised (34).
  • Seeking circuitry Where our brain wiring is
    concerned, the craving instinct triggers a desire
    to explore (35).

12
Games
  • Neurological reward circuitry
  • The Tetris example.
  • Just as Tetris streamlines the fuzzy world of
    visual reality to a core set of interacting
    shapes, most games offer a fictional world where
    rewards are larger, and more vivid, more clearly
    defined, than life (36).

13
Games
  • Games harness and manipulate seeking behavior
    in players based upon the neurological reward
    circuitry!
  • In the initial stages of play, you may be
    dazzled by the games graphics. But most of the
    time, when youre hooked on a game, what draws
    you in is an elemental form of desire the desire
    to see the next thing (37).

14
Games
  • How do we seek (and make decisions) in games?
  • Probing
  • Telescoping
  • Probing describes the active learning that occurs
    when new knowledge is acquired based on real-time
    interaction with a system. In the past, this has
    been referred to as tinkering.

15
Games
  • Probing makes casual use of the scientific
    method
  • James Paul Gee 1. Probe, 2. Hypothesize, 3.
    Reprobe, 4. Rethink.
  • Probing often takes the form of seeking out the
    limits of the simulation, the points at which the
    illusion of reality breaks down, and you can
    sense thats all just a bunch of algorithms
    behind the curtain (45).

16
Games
  • ENEMIES MOVE IN PREDICTABLE PATTERNS

17
Games
  • Telescoping The players ability to coordinate
    among immediate, intermediate, and long-term
    goals.
  • Telescoping IS NOT Multitasking.

18
Games
  • One of the most important things in understanding
    the intellectual benefits of gaming is to
    separate cognition from content. In some
    respects, videogame puzzles strongly resemble
    word problems that you might find on an SAT or
    GRE.
  • Games are about learning how to make decisions
    which create order out of chaos.

19
Television
  • The same thesis that applied to games that
    content is not an indicator of cognitive
    complexity can be applied to television.
  • Television programs have become vastly more
    complex since the advent of the medium.
  • So if were going to start tracking swear words
    and wardrobe malfunctions, we ought to at least
    include another line on the graph one that
    charts the cognitive demands that televised
    narratives place on their viewers. That line,
    too, is trending upward at a dramatic rate (63).

20
Television
  • Television has grown in cognitive complexity in
    at least two areas
  • Multiple threading.
  • Flashing arrows.
  • Social networks.

21
Television
  • Multiple threading
  • Part of the cognitive work comes from following
    multiple threads, keeping often densely
    interwoven plotlines distinct in your head as you
    watch. But another part involves the viewers
    filling in making sense of information that
    has been either deliberately withheld or
    deliberately left obscure (63).

22
Television
  • Multiple threading
  • Dragnet (single thread)
  • Starsky and Hutch (elementary double thread)
  • Hill Street Blues (multiple threads thematic
    complexity)
  • The Sopranos (multiple threads thematic and
    structural complexity)

23
Television
  • Flashing arrows
  • Texture (total visual information in a scene) Vs.
    Substance (the information in the scene that you
    need to know in order to understand the
    narrative).
  • Flashing arrows are those cinematic devices
    (e.g., camera/editing techniques and conventions)
    that separate substance from texture.

24
Television
  • Flashing arrows reduce the amount of analytic
    work you need to make sense of a story. All you
    have to do is follow the arrows (74).
  • When flashing arrows are removed, audiences must
    concentrate in order to understand whats
    happening. Think of West Wing, ER, 24.

25
Television
  • Another byproduct of the loss of flashing arrows
    is the requirement of a tolerance of ambiguity in
    the viewer. Much like in games, a viewer must be
    willing to temporarily deal with confusion and
    uncertainty. The viewer must also be adept at
    learning on the fly and generating/testing
    hypotheses about outcomes.

26
Television
  • What about comedy?
  • The roles of intertextuality and in-joking
  • The need for multiple viewings (in market terms,
    this also anticipates syndication).
  • The Simpsons
  • Seinfeld
  • The Critic

27
Television
  • What about Reality Television?
  • A relationship between reality programming and
    gaming. If early TV took its cues from
    vaudeville and three-act stage plays, Reality TV
    takes its cues from the world of the game.
  • Partially defined rules and the need to cultivate
    tolerance of ambiguity, learn on the fly, and
    make/test hypotheses.
  • Navigating social environments.

28
Television
  • Social intelligence The ability to read and
    interpret the emotions and motivations of others.
    The AQ score.
  • Reality shows, in turn, challenge our emotional
    intelligence and our AQ. They are, in a sense,
    elaborately staged group psychology experiments
    (99).

29
Television
  • The importance of social intelligence
  • Thanks to our biological and cultural heritage,
    we live in large bands of interacting humans, and
    people whose minds are skilled at visualizing all
    the relationships in those bands are likely to
    thrive, while those whose minds have difficulty
    keeping track are invariably handicapped (109).

30
Television
  • Reality TV and politics? Using AQ and social
    intelligence to evaluate candidates?
  • What would Postman say? (see pgs. 100-101)
  • What do you think about this argument?

31
Television
  • Social networks
  • It isnt only reality television that has the
    potential to improve social intelligence. Think
    of how the level of intricacy in the
    relationships among television characters has
    increased
  • From Dallas to 24.

32
Internet and Film
  • The Internet
  • Supporting material
  • Interface comprehension
  • From television to Google?
  • Is film tapped out in terms of its ability to
    teach us?

33
Conclusion
  • The importance of collateral learning
  • Form vs. Content
  • What does the form require of us cognitively?
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