Everything Bad is Good for You: How Today's Popular Culture Is Actually Making Us SmarterForget everything you’ve ever read about the age of dumbed-down, instant-gratification culture From the New York Times bestselling author of How We Got To Now and Farsighted In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day—from Lord of the Rings to Grand Theft Auto to The Simpsons—has been growing more sophisticated with each passing year, and is actually making our minds measurably sharper. Johnson expertly dismantles conventional wisdom surrounding new media and makes a compelling argument for popular culture and its cognitive benefits. After reading Everything Bad is Good for You, you will never regard the glow of the video game or television screen the same way again. With a new afterword by the author. |
Contents
The Sleeper Curve | 1 |
PART ONE | 15 |
PART TWO | 137 |
Afterword | 201 |
Notes on Further Reading | 212 |
Notes | 222 |
Acknowledgments | 251 |
Other editions - View all
Everything Bad is Good for You: How Popular Culture is Making Us Smarter Steven Johnson No preview available - 2006 |
Common terms and phrases
APBA argument audience average baseball brain challenge characters charts cognitive complexity create critics crucial decades Dragnet drama Dungeons & Dragons e-mail emotional entertainment environment episode Everything Bad experience exploring film Finding Nemo flashing arrows Flynn Effect forces forms game's gamers gaming culture genre Grand Theft Auto Hill Street Blues Hollywood intelligence interaction IQ scores James Paul Gee Joe Millionaire Johnson kids kind learning look mass McLuhan mental mind multiple narrative objectives past play players plot pop culture popular culture probing question reading real-world reality programming reality shows relationships reward rules scene screen Seinfeld sense sequence show's SimCity simulation sitcom skills Sleeper Curve smarter social network Sopranos Starsky and Hutch story Tetris there's thing threads tion today's track trend video games viewers violence visual watch West Wing what's Zelda
References to this book
New Literacies: Changing Knowledge in the Classroom Colin Lankshear,Michele Knobel No preview available - 2006 |
Packaging Girlhood: Rescuing Our Daughters from Marketers' Schemes Sharon Lamb,Lyn Mikel Brown Limited preview - 2007 |


