- Hardcover: 256 pages
- Publisher: Riverhead Hardcover; 1 edition (May 5, 2005)
- Language: English
- ISBN-10: 1573223077
- ISBN-13: 978-1573223072
- Product Dimensions: 5.7 x 1 x 8.5 inches
- Shipping Weight: 1 pounds
- Average Customer Review: 3.7 out of 5 stars See all reviews (142 customer reviews)
- Amazon Best Sellers Rank: #206,772 in Books (See Top 100 in Books)
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Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter Hardcover – May 5, 2005
The Amazon Book Review
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In his fourth book, Everything Bad Is Good for You, iconoclastic science writer Steven Johnson (who used himself as a test subject for the latest neurological technology in his last book, Mind Wide Open) takes on one of the most widely held preconceptions of the postmodern world--the belief that video games, television shows, and other forms of popular entertainment are detrimental to Americans' cognitive and moral development. Everything Good builds a case to the contrary that is engaging, thorough, and ultimately convincing.
The heart of Johnson's argument is something called the Sleeper Curve--a universe of popular entertainment that trends, intellectually speaking, ever upward, so that today's pop-culture consumer has to do more "cognitive work"--making snap decisions and coming up with long-term strategies in role-playing video games, for example, or mastering new virtual environments on the Internet-- than ever before. Johnson makes a compelling case that even today's least nutritional TV junk foodthe Joe Millionaires and Survivors so commonly derided as evidence of America's cultural decline--is more complex and stimulating, in terms of plot complexity and the amount of external information viewers need to understand them, than the Love Boats and I Love Lucys that preceded it. When it comes to television, even (perhaps especially) crappy television, Johnson argues, "the content is less interesting than the cognitive work the show elicits from your mind."
Johnson's work has been controversial, as befits a writer willing to challenge wisdom so conventional it has ossified into accepted truth. But even the most skeptical readers should be captivated by the intriguing questions Johnson raises, whether or not they choose to accept his answers. --Erica C. Barnett
From Publishers Weekly
Worried about how much time your children spend playing video games? Don't be, advises Johnson—not only are they learning valuable problem-solving skills, they'd probably do better on an IQ test than you or your parents could at their age. Go ahead and let them watch more television, too, since even reality shows can function as "elaborately staged group psychology experiments" to stimulate rather than pacify the brain. With the same winning combination of personal revelation and friendly scientific explanation he displayed in last year's Mind Wide Open, Johnson shatters the conventional wisdom about pop culture as pabulum, showing how video games, television shows and movies have become increasingly complex. Furthermore, he says, consumers are drawn specifically to those products that require the most mental engagement, from small children who can't get enough of their favorite Disney DVDs to adults who find new layers of meaning with each repeated viewing of Seinfeld. Johnson lays out a strong case that what we do for fun is just as educational in its way as what we study in the classroom (although it's still worthwhile to encourage good reading habits, too). There's an important message here for every parent—one they should hear from the source before savvy kids (especially teens) try to take advantage of it. Agent, Lydia Wills at Paradigm. (May)
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Top Customer Reviews
I could quibble on a few points. I think he gives cinema a little too much credit, basing his argument there primarily on a few intelligent films whose box office success ranged from weak to moderate. Strangely absent from Johnson's discussion is popular music, with no disclaimer nor any word of explanation for this. Since music is obviously a vast part of the pop culture landscape, its exclusion scores as a major omission.
But these caveats aside, I found that on the whole Johnson presented a very convincing case that a significant part of pop culture is in fact getting smarter. But regarding his premise that people are getting smarter as a result, that's where he got it very wrong.
For direct corroboration, the only hard statistic Johnson cites is the fact that IQ scores have been rising about 3 points per decade. By his own admission, they have been rising steadily at that rate for the last 70 years or so. Yet he perceives the smartening of pop culture as having started in 1981 (with the premiere of Hill Street Blues). So it seems a bit tenuous to claim the two phenomena are related.
Furthermore, IQ scores only measure a narrow range of intellectual abilities. What they measure is a rather mechanical, almost mathematical, sort of logical ability.Read more ›
Johnson begins his book with a vitriolic quote from George Will: "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." This quote characterizes the dominant perspective on popular culture. But contrary to intuition, Johnson argues, today's most popular entertainment is enormously complex according to several different metrics, such as number of concurrent plot lines, the interdependence or 'nesting' of those plot lines, the Kolmogorov complexity of the networks relating the characters, and the kind of thinking required to make sense of all this complexity.Read more ›
Johnson played games as a kid, baseball strategy games, as well as Dungeons and Dragons, and one can detect a certain bias in his outlook. However, his statistical references and footnotes make this book a scholarly look at popular culture - in particular movies, TV and videogames - and is a nice refutation of the "our culture is going into the toilet" crowd.
Johnson argues - to me, convincingly - that even though modern mass market entertainment may appear "dumbed down", it really isn't, and that at a basic physical level, our brains are being made to work harder, get more exercise if you will, and develop higher cognitive functions as a result.
A very complex book written in easy to read language with convincing data to back up the arguments - disguised in a very palatable dialogue that doesn't seem like science at all. He even takes Marshall McLuhan to task on at least one of his conclusions - very daring, and in this case, pays off.
Johnson does miss out on one or two things - the ascendance of message boards is glossed over, or perhaps incorporated into "Internet" "email" and "IMs" in the discussion of why males watch about 1/5 as much TV as they did as little as five years ago.
As a fellow who grew up playing Advanced Squad Leader (arguably a set of rules even more dense than AD&D), I could relate to his argument that kids will learn horribly complex procedures in the name of fun (as he did with his baseball games and D&D sets) and may very well be better for it.Read more ›
Most Recent Customer Reviews
Yes folks, by gaming and Facebooking all day, you too can change the world!
A transparent attempt at a best seller by pandering to the average blue collar dummy. Read more
A good debate about the influence of media in our life and behaviors.Published 2 months ago by laila
The book categorized some things that were intuitively known to me but I had not systematized. That video games are more complex,and doing complex things makes us smarter. Read morePublished 6 months ago by Brian G. Morin
Book seems to be directed primarily to gamers. I found it tedious and boring.Published 6 months ago by carlhpretired
Do yourself a favor an experiment with a challenge!
Start by allowing this experiment 1 month (3 months) best! Read more