[Paleopsych] The New Yorker: Brain Candy
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Brain Candy
http://www.newyorker.com/critics/books/articles/050516crbo_books
by MALCOLM GLADWELL
Is pop culture dumbing us down or smartening us up?
Issue of 2005-05-16
Posted 2005-05-09
Twenty years ago, a political philosopher named James Flynn uncovered
a curious fact. Americans--at least, as measured by I.Q. tests--were
getting smarter. This fact had been obscured for years, because the
people who give I.Q. tests continually recalibrate the scoring system
to keep the average at 100. But if you took out the recalibration,
Flynn found, I.Q. scores showed a steady upward trajectory, rising by
about three points per decade, which means that a person whose I.Q.
placed him in the top ten per cent of the American population in 1920
would today fall in the bottom third. Some of that effect, no doubt,
is a simple by-product of economic progress: in the surge of
prosperity during the middle part of the last century, people in the
West became better fed, better educated, and more familiar with things
like I.Q. tests. But, even as that wave of change has subsided, test
scores have continued to rise--not just in America but all over the
developed world. What's more, the increases have not been confined to
children who go to enriched day-care centers and private schools. The
middle part of the curve--the people who have supposedly been
suffering from a deteriorating public-school system and a steady diet
of lowest-common-denominator television and mindless pop music--has
increased just as much. What on earth is happening? In the wonderfully
entertaining "Everything Bad Is Good for You" (Riverhead; $23.95),
Steven Johnson proposes that what is making us smarter is precisely
what we thought was making us dumber: popular culture.
Johnson is the former editor of the online magazine Feed and the
author of a number of books on science and technology. There is a
pleasing eclecticism to his thinking. He is as happy analyzing
"Finding Nemo" as he is dissecting the intricacies of a piece of
software, and he's perfectly capable of using Nietzsche's notion of
eternal recurrence to discuss the new creative rules of television
shows. Johnson wants to understand popular culture--not in the
postmodern, academic sense of wondering what "The Dukes of Hazzard"
tells us about Southern male alienation but in the very practical
sense of wondering what watching something like "The Dukes of Hazzard"
does to the way our minds work.
As Johnson points out, television is very different now from what it
was thirty years ago. It's harder. A typical episode of "Starsky and
Hutch," in the nineteen-seventies, followed an essentially linear
path: two characters, engaged in a single story line, moving toward a
decisive conclusion. To watch an episode of "Dallas" today is to be
stunned by its glacial pace--by the arduous attempts to establish
social relationships, by the excruciating simplicity of the plotline,
by how obvious it was. A single episode of "The Sopranos," by
contrast, might follow five narrative threads, involving a dozen
characters who weave in and out of the plot. Modern television also
requires the viewer to do a lot of what Johnson calls "filling in," as
in a "Seinfeld" episode that subtly parodies the Kennedy assassination
conspiracists, or a typical "Simpsons" episode, which may contain
numerous allusions to politics or cinema or pop culture. The
extraordinary amount of money now being made in the television
aftermarket--DVD sales and syndication--means that the creators of
television shows now have an incentive to make programming that can
sustain two or three or four viewings. Even reality shows like
"Survivor," Johnson argues, engage the viewer in a way that television
rarely has in the past:
When we watch these shows, the part of our brain that monitors the
emotional lives of the people around us--the part that tracks subtle
shifts in intonation and gesture and facial expression--scrutinizes
the action on the screen, looking for clues. . . . The phrase
"Monday-morning quarterbacking" was coined to describe the engaged
feeling spectators have in relation to games as opposed to stories. We
absorb stories, but we second-guess games. Reality programming has
brought that second-guessing to prime time, only the game in question
revolves around social dexterity rather than the physical kind.
How can the greater cognitive demands that television makes on us now,
he wonders, not matter?
Johnson develops the same argument about video games. Most of the
people who denounce video games, he says, haven't actually played
them--at least, not recently. Twenty years ago, games like Tetris or
Pac-Man were simple exercises in motor coördination and pattern
recognition. Today's games belong to another realm. Johnson points out
that one of the "walk-throughs" for "Grand Theft Auto III"--that is,
the informal guides that break down the games and help players
navigate their complexities--is fifty-three thousand words long, about
the length of his book. The contemporary video game involves a fully
realized imaginary world, dense with detail and levels of complexity.
Indeed, video games are not games in the sense of those pastimes--like
Monopoly or gin rummy or chess--which most of us grew up with. They
don't have a set of unambiguous rules that have to be learned and then
followed during the course of play. This is why many of us find modern
video games baffling: we're not used to being in a situation where we
have to figure out what to do. We think we only have to learn how to
press the buttons faster. But these games withhold critical
information from the player. Players have to explore and sort through
hypotheses in order to make sense of the game's environment, which is
why a modern video game can take forty hours to complete. Far from
being engines of instant gratification, as they are often described,
video games are actually, Johnson writes, "all about delayed
gratification--sometimes so long delayed that you wonder if the
gratification is ever going to show."
At the same time, players are required to manage a dizzying array of
information and options. The game presents the player with a series of
puzzles, and you can't succeed at the game simply by solving the
puzzles one at a time. You have to craft a longer-term strategy, in
order to juggle and coördinate competing interests. In denigrating the
video game, Johnson argues, we have confused it with other phenomena
in teen-age life, like multitasking--simultaneously e-mailing and
listening to music and talking on the telephone and surfing the
Internet. Playing a video game is, in fact, an exercise in
"constructing the proper hierarchy of tasks and moving through the
tasks in the correct sequence," he writes. "It's about finding order
and meaning in the world, and making decisions that help create that
order."
It doesn't seem right, of course, that watching "24" or playing a
video game could be as important cognitively as reading a book. Isn't
the extraordinary success of the "Harry Potter" novels better news for
the culture than the equivalent success of "Grand Theft Auto III"?
Johnson's response is to imagine what cultural critics might have said
had video games been invented hundreds of years ago, and only recently
had something called the book been marketed aggressively to children:
Reading books chronically understimulates the senses. Unlike the
longstanding tradition of gameplaying--which engages the child in a
vivid, three-dimensional world filled with moving images and musical
sound-scapes, navigated and controlled with complex muscular
movements--books are simply a barren string of words on the page. . .
.
Books are also tragically isolating. While games have for many years
engaged the young in complex social relationships with their peers,
building and exploring worlds together, books force the child to
sequester him or herself in a quiet space, shut off from interaction
with other children. . . .
But perhaps the most dangerous property of these books is the fact
that they follow a fixed linear path. You can't control their
narratives in any fashion--you simply sit back and have the story
dictated to you. . . . This risks instilling a general passivity in
our children, making them feel as though they're powerless to change
their circumstances. Reading is not an active, participatory process;
it's a submissive one.
He's joking, of course, but only in part. The point is that books and
video games represent two very different kinds of learning. When you
read a biology textbook, the content of what you read is what matters.
Reading is a form of explicit learning. When you play a video game,
the value is in how it makes you think. Video games are an example of
collateral learning, which is no less important.
Being "smart" involves facility in both kinds of thinking--the kind of
fluid problem solving that matters in things like video games and I.Q.
tests, but also the kind of crystallized knowledge that comes from
explicit learning. If Johnson's book has a flaw, it is that he
sometimes speaks of our culture being "smarter" when he's really
referring just to that fluid problem-solving facility. When it comes
to the other kind of intelligence, it is not clear at all what kind of
progress we are making, as anyone who has read, say, the Gettysburg
Address alongside any Presidential speech from the past twenty years
can attest. The real question is what the right balance of these two
forms of intelligence might look like. "Everything Bad Is Good for
You" doesn't answer that question. But Johnson does something nearly
as important, which is to remind us that we shouldn't fall into the
trap of thinking that explicit learning is the only kind of learning
that matters.
In recent years, for example, a number of elementary schools have
phased out or reduced recess and replaced it with extra math or
English instruction. This is the triumph of the explicit over the
collateral. After all, recess is "play" for a ten-year-old in
precisely the sense that Johnson describes video games as play for an
adolescent: an unstructured environment that requires the child
actively to intervene, to look for the hidden logic, to find order and
meaning in chaos.
One of the ongoing debates in the educational community, similarly, is
over the value of homework. Meta-analysis of hundreds of studies done
on the effects of homework shows that the evidence supporting the
practice is, at best, modest. Homework seems to be most useful in high
school and for subjects like math. At the elementary-school level,
homework seems to be of marginal or no academic value. Its effect on
discipline and personal responsibility is unproved. And the causal
relation between high-school homework and achievement is unclear: it
hasn't been firmly established whether spending more time on homework
in high school makes you a better student or whether better students,
finding homework more pleasurable, spend more time doing it. So why,
as a society, are we so enamored of homework? Perhaps because we have
so little faith in the value of the things that children would
otherwise be doing with their time. They could go out for a walk, and
get some exercise; they could spend time with their peers, and reap
the rewards of friendship. Or, Johnson suggests, they could be playing
a video game, and giving their minds a rigorous workout.
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