Everything Bad Is Good for You: By Stephen Johnson

Everything Bad Is Good for You: By Stephen Johnson

Everything bad is good for you is the fourth book authored by Steven Johnson.  In this work, Johnson uses himself as a test subject with regard to the novel neurological technology. Here, the writer takes one of the popular held assumptions that television shows, video games,   as well as other popular entertainment forms are damaging to American citizens with regard to moral and cognitive development.  The author establishes a contradicting case that is thorough, engaging and persuasive to its audience.

The book which was Published in the year 2005 is based  on the model, brought forth by Johnson himself  that  the modern culture , video games, television shows  in particular    have  become more complicated  and more demanding in recent times  and has positively  improved the societal conditions   with regard to novel ideas and intelligence.  According to the author, the book is purposed  to  influenced the readers  to perceive that  popular culture  has on essence  grown more  intellectually complex and  challenging  in the past three decades (McClellan, 2005).

The sleever curve is the epicenter of Stephen Johnson’s arguments. It essentially refers to a cosmos of common entertainment which in actual sense trends upwards   and in the sense that the present day consumers of culture must do more cognitive work, coming up with strategies that are long term and making snap decisions, with regard to playing of video games, mastering   the new development   with regard to the internet and social media.  The author presents in this book  a persuasive case  that in the present day  little  nutritional  junk foods  advertised by  the media,  the survivors and  millionaires are so popularly derided  as  the outcome of the declining  culture in America.  This culture has come to be more stimulating and complex not only with regard to the amount of   external information, which viewers require to be understanding but also the complexity in terms of plot.  When it comes to media and more especially the television,   the writer observes that what these types of media contains   may not be very interesting if compared with the cognitive function which such a show may trigger from someone’s mind (39)

Johnson on Media Influence

In this book, everything  bad is good for you, the author  highlights  the ways in which  specific pop culture  is in essence  more  demanding   intellectually  than  in the past times.  The author compares the television programs such as the Seinfeld, Hill Street Blues and the Simpsons to other popular culture and highlights the intricacy and depth of many computer games.  He sees that IQ scores have been recently rising, at the rate of 3 points per decade, probably due to increased engagement of computers by these kids.  Accordingly, the IQ scores have been steadily increasingly   at that rate for more than 70 years (132)

With regard to the effects of media on children, Stephen Johnson opines that parents and caretakers   should not be stressed concerning their children playing video or watching television.  According to him, children learn essential problem solving techniques while being engaged in this media. Such children as he argues are in a better position with regard to IQ tests if compared with their parents when they were at that age. He observes that television shows can function as an effectively staged group psychology experiment in motivating and not necessarily pacifying the mind. Combining both  scientific explanations and  his personal  insights,  the author  disputes the  conservative wisdom  that is profound  on  pop culture  as pabulum  portrays how  television shows, video games and movies  have evolved to become   more complex.  As he observes, consumers have been specifically attracted to goods and services that needs extensive mental engagements, from young children who may not had enough of their Disney DVDs to older generation who may find new layers of meaning with each consistent view of Seinfeld. The author strongly asserts that what humans may do for entertainment of simply for fun may also be very much educational as what is being studied in classroom settings. However, he also says that children should not shun good reading habits   and engross themselves in popular media (220)

Contrary to popular perceptions, the author   puts a strong defense in the modern  pop culture  where  he observes that  the appeal of television shows or video  games  is not possibly through their  sexual or  violent  depictions but rather   from  he fact that the  structure  of these television shows and video games  triggers the stimulation and  exploration  of the brain systems(34). In his observation, television is an excellent  idea  in the determination  of how people with skills  understands  interpersonal  relations  or in other words, Autism Quotient(  whereby,  the higher rate of emotional intelligence  the lower the Autism Quotient (98). He further   points out that reality shows in specific practically displays the uniqueness of this “social network maps” in human interactions, whereby, a group of individuals have intertwined and complex connections (108).

The author puts to test the   popular assumption that popular culture has deteriorated the morals, thinking capability and workability of many individuals. Using the term Sleever Curve, which according to him means the twentieth century scientists had been flabbergasted that the society at that time had failed to understand the nutritional advantages of such substances as hot fudge and cream pies.   Using this, he argues against the present assumptions by may people concern the deteriorating standards of popular culture. However, he also elaborates that this does not in any particular way mean the popular culture has subsequently superseded the traditional culture (132).

According to this author, earlier forms of television shows  made the  human relations and  narrative  more simpler, where as the  present trends  in multiple  threading of program such as the sopranos   and in reality shows  have greatly improved the cognitive skills of the audience (70). He claims further that the present day videos and television shows have decreased the number of “flashing arrows” and narrative clues   that used to assist the audience in understanding the plot. This has therefore, resulted into the audience   using more efforts in cognition, being more focused on background information and details  if they wanted to grasp more on what they are viewing (78). He observes that though the media industry especially the video game is expanding, literature concerning the subject is quite dismissal. He provides various other sources that could be of assistance with regard to such information. These sources include Pat Kane’s play ethic, ludology.org, seriousgames.org, and got game by Mitchelle Wade (225).

Calacanis (2012) observes that in the last twenty years, many individuals have compared the lean back experience of television with the lean forward experience of computers.  According to him, the most significant experience in media is not leaning forward in the computer but rather leaning back to consume video. The assumption in lean forward media is that individuals   become engrossed   when they use the internet. In this state, they happen to be in scanning mode, vigorously looking for what they want and their attention span is particularly short. In most cases, individuals would utilize the internet with a specific purpose as such articles posted there ought to be  short  and present the actual point  immediately if possible, the videos  on the to the other hand  ought to be in terms of clips  and should only a few minutes. This is because, people nowadays do not have much time to spend on the internet and as they are very busy.

On the to other hand,  the lean back media  refers to the time  when individuals sit down  and take their time in watching  the television,  reading magazines or books  and so on.  In lean back media, the individual attention span becomes much longer since such is regarded as a pervasive medium and that individuals in this state are in consumption mode.  This is probably the reason on why most long forms may not be effective on the internet.

In essence, there are specific times for lean moment and other times for lean in any every individual.  In getting things done, people lean forward and in relaxing, they lean back.  These presents opportunities for advertisers and media players to take advantage of both of these aspects, targeting people with the right form of experience at the right time. The experiences in lean forward are concerned about tasks, achieving a particular objective for instance, researching certain topics on the internet, checking emails, finding some instructions and so on. In leaning forward, individuals have a goal which they wish to accomplish.

 

Work Cited

 

 

Calacanis, Jason . Lean Back and Lean Forward. http:// launch.co/forget-lean-forward-and-lean

back-its  curl-up.html

 

Johnson, Steven .Everything Bad is Good for You. 2005. Riverhead. ISBN 978-1-59448-194-9.

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McClellan, Jim .”Fun and Computer Games Make for Smarter Children”.  2005.

The Sydney Morning Herald.

 

 

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