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Everything Bad Is Good For You

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Most of the best-selling games of all time have almost no sex or violence in them ... a game: Probe, hypothesize, reprobe, rethink (based on James Paul Gee's work) ... – PowerPoint PPT presentation

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Title: Everything Bad Is Good For You


1
Everything Bad Is Good For You
  • Steven Johnson

2
  • There are deep-seated appetites in the human
    brain that seek out reward and intellectual
    challenge
  • .a strong case can be made that the power of
    games to captivate involves their ability to tap
    into the brains natural reward circuitry
  • The nonliterary popular culture is honing
    different mental skills that are just as
    important as the ones exercised by reading books

3
  • The popular culture has been growing increasingly
    complex over the past few decades, exercising our
    minds in powerful new ways
  • Compare the epic scale and intricate plotting of
    the Lord Of The Rings trilogy to the original
    Star Wars trilogy
  • Toy Story, Shrek, Finding Nemo all follow far
    more intricate narrative pathways than The Lion
    King, Mary Poppins or Bambi

4
  • Games arent into instant gratification. Theyre
    all about delayed gratification
  • Most of the best-selling games of all time have
    almost no sex or violence in them
  • The violent games may generate the most outrage,
    but the games that people reliably line up to buy
    are the ones that require the most thinking
  • Most of the crucial work in games interface
    design revolves around keeping the players
    notified of potential rewards available to them,
    and how much those rewards are currently needed

5
  • When youre hooked on a game, what draws you in
    is an elemental form of desire the desire to see
    the next thing.
  • Its not what youre thinking about when youre
    playing a game its the way that youre thinking
    that matters
  • Far more than books or movies or music, games
    force you to make decisions
  • A four-part process for playing a game Probe,
    hypothesize, reprobe, rethink (based on James
    Paul Gees work)

6
  • Continuous partial attention Youre paying
    attention, but only partially.
  • The shows that have made the most demands on
    their audience have also turned out to be the
    most lucrative in television history
  • Multi-threading when we watch TV, we intuitively
    track narrative-threads-per-episode as a measure
    of a given shows complexity
  • And all the evidence shows that this standard has
    been rising steadily over the past two decades

7
  • London cabdrivers had, on average, larger regions
    of the brain dedicated to spatial memory than the
    ordinary Londoner (Uni College, London)
  • The ability to analyse and recall the full range
    of social rships in a large group is just as
    reliable a predictor of professional success as
    your uni grades

8
  • The rise of the Internet has challenged our minds
    in 3 fundamental and related ways by virtue of
    being participatory, by forcing users to learn
    new interfaces, and by creating new channels for
    social interaction
  • In just 2 yrs, the number of active bloggers in
    the US alone has reached the audience size of
    prime-time network television

9
  • A decade ago, Douglas Rushhoff talked of
    screenagers the 1st generation that grew up
    with the assumption that the images on a
    television screen were supposed to be
    manipulated that they werent just there for
    passive consumption
  • The next generation is carrying that logic to a
    new extreme the screen is not just something you
    manipulate, but something you project your
    identity onto, a place to work thru the story of
    your life as it unfolds

10
  • The Sleeper Curve the steady increase in
    intellectual rigour and content in the popular
    culture of the past 3 decades
  • The most important ingredient of this Sleeper
    Curve Time (the Lord Of The Rings trilogy lasts
    more than 10 hrs)

11
  • The Flynn Effect In the past 46 years, the
    American people have gained 13.8 IQ points on
    average
  • The effect had gone unnoticed because IQ exams
    are routinely normalised to ensure than a person
    of average intelligence scored 100 on the test
  • A person who tested in the top 10 in the 1920s
    would be in the bottom one-third for IQ scores
    today

12
  • Improved education is not responsible for the
    Flynn Effect
  • There are some worrying trends in the statistics
    but beneath, a strangely encouraging trend
    continues Where pure problem-solving is
    concerned, were getting smarter
  • At the very high end of IQ the top 2 or 3
    percentile the curve levels off. A Mensa today
    would not run rings around a Mensa in 1900

13
  • The historical increase grew more dramatic the
    further the test ventured from skills - like
    maths or verbal aptitudes that reflect
    educational background.
  • The Flynn Effect is most pronounced on tests that
    assess fluid intelligence. These tests often do
    away with words or numbers, replacing them with
    questions that rely exclusively on images,
    testing the subjects ability to see patterns and
    complete sequences with elemental shapes and
    objects

14
  • Recent study on hard-core gamers, occasional
    gamers, and non-gamers..
  • The gaming popn turned out to be consistently
    more social, more confident, and more comfortable
    solving problems creatively.
  • They also showed no evidence of reduced attention
    span compared with non-gamers
  • Violent crime in US schools had been literally
    cut in half between 1992 and 2002, dropping from
    48 to 24 incidents per 100,000 students

15
  • What we should be celebrating is not the 10
    year-olds mastery of a specific platform
    Windows XP, sya, or the Gameboy but rather
    their seemingly effortless ability to pick up new
    platforms on the fly, without so much as a
    glimpse at a manual.
  • Make a game too hard, and no one will buy it.
    Make a game too easy, and no one will buy it.
    Make a game where challenges evolve along with
    your skills, and youll have a shot at success

16
  • the blurring of lines between kid and grown-up
    culture 50 year-olds are devouring Harry Potter
    the median age of the video game-playing audience
    is 29 meanwhile infants are holding down two
    virtual jobs to make ends meet with a virtual
    family in The Sims.
  • The cultural race to the bottom is a myth we do
    not live in a fallen state of cheap pleasures
    that pale beside the intellectual riches of
    yesterday.
  • The great unsung story of our culture today is
    how many welcome trends are going up.
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