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    Cover of Everything Bad Is Good for You

    Everything Bad Is Good for You

    Steven Johnson · 2004

    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.

    Politics & Society
    Open LibraryAmazon
    Stats for nerds
    1recommend
    10mentions
    10people
    2007–2024years
    10% recommend80% neutral10% critical

    Mentions per year

    2007200920112013201520172019202120232024

    What Hacker News says

    1. randomwalkerNov 2008
      This is getting old, it really is. Will someone do a meta-study and discover that "mental activity stimulates brain," please? Then we can all cite that once and for all.

      Whatever there is to say on this topic that's actually interesting has been said in "Everything Bad Is Good for You," a book I highly recommend.

      thread
    2. redthrowFeb 2024
      I haven't read it but Steven Johnson wrote a book that argued the opposite:

      Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter is a non-fiction book written by Steven Johnson. Published in 2005, it details Johnson's theory that popular culture – in particular television programs and video games – has grown more complex and demanding over time and is making society as a whole more intelligent, contrary to the perception that modern electronic media are harmful or unconstructive.

      https://en.m.wikipedia.org/wiki/Everything_Bad_Is_Good_for_Y...

      thread
    3. npilkMay 2022
      Steven Johnson had an interesting take on this in his book Everything Bad Is Good For You: https://en.m.wikipedia.org/wiki/Everything_Bad_Is_Good_for_Y...

      TL;DR - the complexity of media has been increasing over the past decades, which means that children spending time with digital media are benefiting from it relative to past generations.

      As an example, playing a modern AAA video game is much more mentally stimulating than playing Pong. But also, watching an hour of a modern TV show, or even a modern reality show, is more challenging mentally than watching classic TV from the 60s and 70s—there are many, many more plots and relationship dynamics to track and speculate about.

      thread
    4. nwatsonMar 2015
      Guess so. That's the premise of "Everything Bad is Good for You: How Today's Popular Culture is Actually Making Us Smarter" by Steven Johnson (http://www.amazon.com/Everything-Bad-Good-You-Actually/dp/15...). Though Idiocracy is a great underappreciated film.
      thread
    5. shalmaneseDec 2014
      I think there are two separate viewpoints, both useful, neither true, that can be used to understand the structuring of stories. The viewpoint espoused in this article is that there exist certain timeless structures, imposed by the form that inextricably results in a type of output. And that the job of a writer is to discover these forms and work within them.

      There's another line of argument, made by Steven Johnson in Everything Bad is Good for You, where viewers are trained by the media to read texts in a more sophisticated fashion. As viewers become more media savvy, the desire for surprise causes a constant creative arms race as structures that were once avant garde becomes commonplace, then tired, then old fashioned.

      The A/B plot mentioned in the article is only about 40 years old (starting with Hill St Blues in 1981). Prior to that, television comedy followed a strict single line for fear of confusing the audience. Nowadays, it's not uncommon to see a sitcom go up to E plots. What's allowed them to do that is that television has developed increasingly dense visual shorthand that allows them to speed through a plot even faster, allowing for more story to fit into those 22 minutes.

      Previous constraints on syndication meant that characters were required to remain in a stasis throughout the entire run but season long and series long arcs are now becoming the norm with even relatively retrograde sitcoms like The Big Bang Theory engaging in long term plotting.

      If you look towards the cutting edge, you start to see people playing around with the traditional three act structure in interesting ways to keep the form fresh. How I Met Your Mother plays around with time and memory, sometimes establishing the conclusion at the front of the episode and then uses flashbacks to flesh out the central conflict in reverse. Louie routinely fits 2 or 3 stories into a single episode or stretches a single story across multiple episodes. Arrested Development S4 was an overly ambitious attempt to build a single, series long story, told and retold from multiple perspectives. And one of Girls' most polarizing episodes, One Man's Treasure (the bottle episode where Hannah has a tryst with the rich doctor) was hated by some precisely because it rejected the standard formula and resolutely avoided going for a climax and resolution.

      Such techniques follow the standard adoption cycle, first appearing in cutting edge, low rated comedies aimed at early adopters before eventually gaining widespread appeal and mainstream success before becoming hacky and relegated to shows for children and old people.

      thread
    6. gmu3Apr 2013
      The author seems to believe we should adopt a literacy about games very similar to one used when evaluating literature. I think this is incredibly misguided, because they're entirely different mediums (or at least should be). In Steven Johnson's Everything Bad is Good for You, he compares video games to word problems, and says video games like word problems should be judged by their cognitive challenges not their literary merit.

      If you want to evaluate games seriously by looking through a narrative lens, I don't think video games could ever surpass books in their ability to tell a story. The ability to control an avatar "normally makes a coherent interpretation of the avatar and his / her behavior in regard to the game’s story quite difficult, if not impossible. Players usually don’t enact an ideal story – at least not in the first playthrough. Take James Bond games, for example. While you learn how to be as cool, cunning and competent as James Bond, you normally act like an idiot. Not taking cover when being shot at, forgetting to reload, getting lost, driving against water hydrants and being killed – all of this is far from an ideal realization of the James Bond character (Well Played 1.0 (don't recommend))."

      Perhaps the argument could be made that video games give the player agency in the story in a way books don't so can excel narratively where books can't, but first of all how many games with a narrative focus really give the player any meaningful agency? And if I have meaningful agency, I'm writing my own story; I don't need to think deeply about what the author/designer is saying like this article advocates.

      This essay isn't short, but I think he makes a lot of good points about the history of the Zelda franchise and argues the next Zelda would be better if it had no story: http://tevisthompson.com/saving-zelda/ . Video games can have value and meaning that transcends narrative structures.

      thread

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