The Innovation of Educational Tools Playing video games and watching TV shows are beneficial types of popular culture. Conventional wisdom would argue that new media is a bad influence and that the only way to be intelligent is by reading. In the book Everything Bad is Good For You, author Steven Johnson, argues that even though our popular culture seems to get dumber, it is actually getting smarter. Johnson proves his arguments by comparing and explaining the benefits of the complexity of modern video games, television shows, and movies that require active participation and critical thinking in order for players and viewers to understand what is going on. Modern popular culture requires a lot of mental work, active engagement and …show more content…
Like video games, popular culture is cognitively enhancing its audience through modern TV shows. Johnson demonstrates this by comparing early TV shows to the modern ones. Johnson describes a scene of an early TV show where a girl left the door open: “As the door shuts behind her, the camera swoops in on the door knob, and we see that she’s left the door unlocked. The camera pulls back, and then swoops down again, for emphasis. And then a flashing arrow appears on the screen, with text that helpfully explains: ‘door unlocked!’” (73). In order for a viewer to understand this scene, the viewer simply has to follow the arrows. The scene clearly does not require the viewer to think about what is going on because everything is explained with details and the viewer already knows what to expect. On the other hand, Johnson explains the complexity of modern TV shows that require viewers to think: “…viewers of shows like Hill Street Blues in the eighties no doubt had moments of confusion where the sheer number of simultaneous plots created present-tense mystery: we’d forget why Renko was wearing that busboy outfit because we’d forgotten about the earlier sequence introducing the undercover plot” (76). It is difficult to understand this scene unless the viewer remembers what had happened before to fill in the
In today’s society video games have a large influence on people. We also might be driven to the point of where we are dependent on them. In fact, being so engulfed in video games could help children become more focused.In fact, parents would probably disagree and say that video games wouldn’t be essential to learning because it would probably be considered a waste of time for children and time-consuming. Parents would also disagree with the content of what is in the game, but there is a great possibility that video games could actually make us smarter. Steven Johnson explains that the games we are used to playing can improve our visual intelligence and that it would be good to learn new strategies through gaming. Video games should be an
Video games are enjoyable for people and have good benefits for children who use their multiple skills to play and interact with others. In many parts of the world, the common video game is often seen by parents as something that is wasting their child's time or “rotting their brain”. It is a popular misconception that video games are bad for children. What parents do not know is the positive things about video games. Video games have a positive impact on people and help them learn things for experiences to come. People often do not understand that violent video games are not harmful to people because video games allow people to release their anger, video games decrease crime in youth, and because they allow people to be creative and test their
Video games have become as pervasive an aspect of our society as television, with many people spending more time playing video games than watching television. There are many perspectives with which to gauge videos games’ effect on society, from a functionalist, conflict or interactionist perspective. (Schaefer, 2011) Each of these sociological theories can provide a different view of video games, how they affect society and the subcultures that develop around them.
Using persuasive writing, Wright begins to influence his audience that game play is a beneficial source of entertainment not a wasteful one. Playing video games increases creatively, self esteem and improve problem solving skills of the players. Video games are becoming test runs that appear or feel close to the real thing. Where you can control everything with added effects like magic or future technology. Games have the potential to exceed almost all other forms of entertainment media. They tell stories, play music, challenge us, allow us to instantly communicate and interact with others. Encourage us to create things, connect us to new communities, and let us play with people across the world. Unlike most other forms of media, games are inherently tangible. According to Wright young children spend their days in imaginary worlds, substituting toys and make believe into the real world that they are just beginning to explore and understand. Wright states that games are the result of imagination and that they consist of rules and goals. Generation of teenagers has grown up with different set of games. Teenagers use the scientific method rather than reading the manual first. Games today maybe a person’s only place to express a high-level of creativity and growth. Older generations have a lot of criticisms for games, the games can help a person learn to think on his or her own.
Some of the first video games ever made like Pac Man, Mario Bros.,Sonic the Hedgehog and Street Fighter never helped someone learn their ABC’s and 123’s which caused video games to develop a bad name like it’s “rotting kids’ brains” or distract them from more important studies but over time things change and become better and based off this website it says that “A number of recent studies have indicated that video games, even violent ones, can help kids develop essential emotional and intellectual skills that support academic achievement. These findings led many innovative teachers around the globe to recognize the benefits of gaming and include game-based learning in their curricula. However, it’s not just in-school gaming that reaps benefits. New research shows that all gaming can be positive.”
Have you ever heard that too much television can ruin a child’s mind? Malcolm Gladwell proposes in his article, “Brain Candy,” that playing video games or watching television is just as important as reading a book. Gladwell is using rhetorical appeals to prove that in fact, video games are not dumbing down society. Pop culture is helping to improve test scores and knowledge. In “Brain Candy,” Malcolm Gladwell does affectively use rhetorical appeals to convince his audience that pop culture is making our society smarter.
Do playing video games really impact an individual’s ability to think critically? The question asked by many Americans is whether or not video games are making our youth less critically inclined or less intelligent than children in other countries. Many believe video games must have an impact on critical thinking or intelligence because standardized test scores have declined as the popularity of video games has inclined. Research on the topic shows results that would not be expected; video games may actually enhance critical thinking.
In “Why Games Are Good For You,” an excerpt from the book Everything Bad is Good for You: How Today's Popular Culture Is Actually Making Us Smarter, the author Steven Johnson defends gaming as a valid form of entertainment against its conventional opponents and delves deep into its benefits. Firstly, Johnson presents the old conventional argument of beneficial reading as opposed to the colossal time-wasting
In the article, “Brain Candy,” by Malcolm Gladwell, he addresses the topic of pop culture using the resource, Steven Johnson of “Everything Bad Is Good for You.” He argues how with television plays a big role because it gives us the ability to connect and socialize with others. He then describes how video games are effective as well, despite the criticisms. He lastly assures the reason behind the criticisms because there is lack of book reading. According to Gladwell, there is no balance with having reading and homework for explicit learning, an effective submissive process. He greatly suggests the new pop culture, playing video games, is a source for collateral learning, having an active thought process. I agree with Gladwell that even though pop culture is believed to be dangerous for
Everybody in this country plays video games almost every day. It does not matter what the age is, even though they are not young and have free time they would play video games and enjoy themselves. People and society says that through video games children’s and also some adults become more aggressive and violent. Video games are contributing the act of violence all over the world and they are thinking to stop video games for their benefit. The media makes false assumptions. They are not giving details of video games and missing the benefits of the video games. According to medical daily new research indicates that certain video games actually boost the brain power and improve strategic thinking. Unfortunately, our parents and society does not approve the use of video games and it has been decried by many parents and it creates destructive garbage. It also improves the cognitive flexibility which is the mental faculty of creative and lateral thinking. According to Ericson, “Our paper shows that cognitive flexibility, a cornerstone of human intelligence, is not a static trait can be trained and improved using fun learning tools alike gaming”.(Medical Daily) This is the necessary part of our human brain and it can be achieved by video games and other fun learning activities. There are many advantages just like these from playing video games. They should also look at the benefits and not just focus on the disadvantages. It also helps from
They’re learning to learn.” (Gee, 399) Gee might be correct that there is potential to learn through video gaming, however, it is more the content of these games that should be held up to scrutiny. Specifically, the depth of violence and unrealistic virtual worlds involved in many of these games should indeed hold cause for concern. There are no long term studies to draw from telling us that video gaming is either a good or bad thing. But we do have common sense to draw from and we should consider what is known to date from both ends of the spectrum. The popular television show Dr. Phil recently aired an episode when a young man was so addicted to video gaming that it overtook his life. He no longer ate, showered or brushed his teeth and only slept when it physically overtook him. He mentally transformed himself into the video game, ignoring everything else. While this may be only one case, it should not be ignored. When considering the theories both Carr and Gee present, both essays are alarming and brings one not only to the conclusion that education is definitely in crisis in this country, but if were intending on video games to fill some kind of educational void, we are likely a country in
In “Everything Bad Is Good For You,” Steven Johnson discusses why and how he believes today’s popular culture is actually making us smarter, rather than dumbing us down. Johnson has his book split into two different parts, focusing mainly on the first part of his book, he talks about the ways people consume media and how it has become more complex and challenging over the years. The title headings for each sub-chapters are - Video Games, Television, Internet, and Movies. Within each subchapter he uses a vast number of examples from each section to support his argument. The biggest part the first chapter is dedicated to video games. Johnston suggests that when video games were first released that people thought they made us dumber and wasted our mind’s skills. He uses the example about how if video games had arrived before books, we would be more hesitant towards books. We would be looking at the negative aspects of book reading and how they are isolating, under-stimulating and do not engage enough. Stating that we use books to test cognitive benefits – attention, memory, focus and following threads, Johnston goes into a detail about how video games uses all these skills and more. He uses examples from Tetris, Pac-Man, SimCity200 and even The Legend of Zelda. Continuing his argument that video games engage us more that any other media our there at the moment, he acknowledges how to reward system and the desire to explore in video games keep us engaged. No other form of
Video games have quickly become the new major source of entertainment for the youth and the upcoming adults of the world. The youth seem to be giving more of their free time to video games. However, they have always seemed to have a bad reputation with many people of all generations. People are starting to believe more and more that video games are nothing but trouble. They feel as if video games are a waste of time and the youth could be using the time they spend on video games on more productive tasks or activities. What if they were actually a good thing for the younger generations to be involved with? Many would doubt that is possible because they feel as if video games cause the youth to become lazy and less intelligent. There has
"Truth, beauty, and goodness are not eternal, objective realities which man discovers, but are the creative products of the human mind as it exercises its 'will-to-power'. In other words, man is a creator of values." (Nietzsche) So what is good and evil, but that defined by man and therefore a purely subjective concept. Could we, society, have one without the other? By determining what is good, we in turn determine what is evil. How do we know what they are; that is if they really exist? One must first try to define what good and evil are before attempting to question their existence.
Video games are frowned upon by parents as time-wasters, and worse, some education experts think that these games corrupt the brain. Violent video games are easily blamed by the media and some experts as the reason why some young people become violent or commit extreme anti-social behavior. But many scientists and psychologists find that video games can actually have many benefits – the main one is making kids smart. Video games may actually teach kids high-level thinking skills that they will need in the future.