Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter by Steven Johnson

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  • Publisher: Penguin Group (USA)
  • Pub. Date: May 2006
  • ISBN-13: 9781594481949
  • Sales Rank: 18,214
  • 272pp
  • Edition Description: Reprint
 
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Synopsis

Forget everything you've read about the age of dumbed-down, instant-gratification culture. In this provocative, intelligent, and convincing endorsement of today's mass entertainment, national bestselling author Steven Johnson argues that the pop culture we soak in every day-from The Lord of the Rings to Grand Theft Auto to The Simpsons-has been growing more and more sophisticated and, far from rotting our brains, is actually posing new cognitive challenges that are making our minds measurably sharper. You will never regard the glow of the video game or television screen the same way again.

Walter Jirn

Johnson's argument isn't strictly scientific, relying on hypotheses and tests, but more observational and impressionistic. It's persuasive anyhow. When he compares contemporary hit crime dramas like ''The Sopranos'' and ''24'' -- with their elaborate, multilevel plotlines, teeming casts of characters and open-ended narrative structures -- with popular numbskull clunkers of yore like ''Starsky and Hutch,'' which were mostly about cool cars and pretty hair, it's almost impossible not to agree with him that television drama has grown up and perhaps even achieved a kind of brilliance that probably rubs off on its viewers. About the fact-filled dialogue on shows like ''E.R.'' and ''The West Wing,'' he writes: ''It rushes by, the words accelerating in sync with the high speed tracking shots . . . but the truly remarkable thing about the dialogue is not purely a matter of speed; it's the willingness to immerse the audience in information that most viewers won't understand.''More Reviews and Recommendations

Biography

Steven Johnson is the bestselling author of Mind Wide Open: Your Brain and the Neuroscience of Everyday Life; Emergence: The Connected Lives of Ants, Brains, Cities and Software; and Interface Culture: How New Technology Transforms the Way We Create and Communicate. A contributing editor to Wired, he writes for Discover magazine, Slate, and The New York Times Magazine.

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Everything Bad is Good for You, Reviewed by a college studentby osworthk

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December 07, 2008: The book Everything Bad is Good for You by Steven Johnson, is a critical and detailed analysis of society and how it, he argues, is positively effected by popular culture. The overall objective of the book is to prove that despite the fact that many believe that our nations obsession with media and popular culture is a means of corruption and ?dumbing down? in our society, due to the complex and constantly evolving nature of current media outlets, America?s pop culture is actually forcing us to become sharper. This book, while very complex and fact based throughout its entirety, is vastly interesting and an easy read for the general audience. Since Johnson references many genres of television shows, videogames, and movies from a number of decades, the book is good for many ages and types of people. However, without a relative knowledge of said media outlets, some of the key concepts and ideas in the book may be hard to comprehend.

Johnson?s main argument throughout the book is that even if our media is brainwashing us, it is a ?positive brainwashing?, and should be viewed as what he likes to call a ?Sleeper Curve?, meaning that America?s media throughout time has been consistently, though we may not be aware of it, becoming much more complex and thought-provoking. Because of the intellectual demand that media is putting on us, we are in turn becoming smarter.

Johnson argues that in regards to one of nations biggest industries, video-gaming, ?it?s not what you?re thinking about when you?re playing a game, it?s the way you?re thinking that matters?. He then continues to argue that one of the biggest attributes of games is that when playing, one is forced to make decisions, as well as work through difficult ideas and objectives. In respect to television, one of the more passive media outlets, Johnson argues that popular television shows such as Lost, 24, and The West Wing are by and far more intelligent than television shows of the past such as Three?s Company and Starsky and Hutch. He even implies that these shows would be somewhat insulting to our intelligence would they be aired as new television today. These modern shows, in the way that plots, characters, and references string together, leaves viewers thinking and questioning exactly what is going on throughout the entirety of nearly every episode. He also tackles what many people claim to be the downfall of society, reality television. Johnson claims that reality television forces the viewer to ?adapt to an ever changing rule book?. Johnson argues that many of these same principles of media development can be applied to movies and internet as well.

Through statistics, charts, graphs and numerous specific examples, Johnson validly argues his points. Since Johnson does use statistical evidence and graphs, he is able to convince his readers that his book is not just a matter of opinion. Johnson even goes out of his way to note what some people will disagree with him on, and prove their arguments false on a number of topics. Furthermore, Johnson includes a very detailed and extensive ?Notes? section describing the statistics and ideas he references in further and clearer detail at the end of the book.

While I must say that I have never been one to think of American popular culture as something that makes us dumber, this book definitely reaffirms my thoughts. I do think that someone who had a negative vi

A must read for psychologists, teachers, and parentsby Anonymous

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April 29, 2008: Steven Johnson?s national bestseller Everything Bad Is Good For You: How Today?s Popular Culture Is Actually Making Us Smarter provides an excellent contrasting view to the pessimistic views of today?s popular culture. Mainstream opinion believes that the technology we have today is ?dumbing down? our society and making it available to individuals to think less and become mentally withdrawn. Johnson cites four distinct areas within media that recently have become ever more complex and provide evidence to Johnson?s ?sleeper curve,? these areas include games, television, Internet, and film. I found this book to be an easily understandable, well-argued text that anyone, from a parent concerned about his child to a researching psychologist could find fun but informative. The first half of Johnson?s book is a comparison of the media of yesterday and the media today. It explains on a simple level the intelligence and thoughtfulness that can go into viewing most modern popular culture. In contrast, the second part explains in greater detail the psychological findings and research that help to both prove and disprove his findings. He creates a conversation between research to help prove his ?sleeper curve? and generates a very convincing argument that can make anyone a believer. Johnson begins with video games, as it is probably one of the most criticized aspects of culture today. Many argue that games are too violent and mind numbing for children to play. However, Johnson disagrees on this issue he states that the most popular games are those with very few violent scenes. Indeed, the ones that are most popular teach children whilst simultaneously keeping them interested. An example of this would be SimCity, which he contends allowed his eight-year-old nephew to learn industrial taxes within an hour. This calls to mind the question, could an eight year old possibly learn this any other way? I believe not and Johnson agrees. This made a true believer out of me that games are one of the more intellectual parts of our society today that aid in our developing, understanding, and dealing with everyday life. Not only are children learning how to problem solve as quickly as possible by probing into situations and finding solutions, they are also learning how to make decisions which will impact them in the future. Games force an individual to make split-second decisions about what needs to be done in order to win, not only having an immediate impact, but also coming into play later on in the game. The child must probe into the ideas at hand and make quick decisions and become more aware of the rules as he plays. In addition, games have helped children build their ?attention, memory, following threads, and so on?? at a rate comparative to literature (pg. 35). A gamer must also remember all the steps to accomplish a certain task which Johnson outlines and explains could be a very long list of complicated tasks just for a few minutes of game time. Games today also follow an exceptional amount of threads compared to games of the past. Game makers are able to produce such massive situations for children because of the use of telescoping, which is making one situation going into another. Lastly, he cites a study that looked at white-collar professional hard-core gamers, occasional gamers, and non-gamers,? which helped provide evidence of Johnson?s theories that gamers are still socially active, confident, and far better at...