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BOOK REVIEWS: The Joy of Gaming
By Nathan Glazer
Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter by STEVEN JOHNSON
Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter
By Steven Johnson
Riverhead Books, 2005, $23.95; 238 pages.
As reviewed by Nathan Glazer
Everything Bad Is Good for You. Is this title a joke? The subtitle suggests it
could be. And the book’s epigraph is from the movie Sleeper, in
which a scientist of the world of the future ponders Woody Allen on
reawakening after a hundred years of sleep and requesting
“wheat germ, organic honey, and tiger’s milk.”
“You mean,” says the bemused scientist, “there
was no deep fat? No steak or cream pies or … hot
fudge?”
Steven Johnson is a very able science
journalist. He has already written a solid book on the brain (Mind Wide Open),
conveying the latest wisdom in the field of neuroscience. He knows
what he would be up against in making a case that video games and
current TV sitcoms, dramas, and reality shows have some redeeming
value in enhancing the mind.
Nonetheless, Johnson does claim in Everything Bad Is Good for You that those unlikely contributions to our culture, the
video game and the commercial TV program, are doing something good
for our minds. Reaching out to those committed to the older
culture, the book, he writes, “is an old-fashioned work of persuasion, that ultimately aims to
convince of one thing: that popular culture has, on average, grown
more complex and intellectually challenging over the last thirty
years.” Note the words “old-fashioned” and
“persuasion.” He acknowledges that he could never make
his argument in the form of a video game or TV show: it takes a book
to make the case.
Appealing to those who are horrified by the
new culture, he offers as an analogy Aldous Huxley’s Brave New World or,
worse, the world of E. M. Forster (from “The Machine
Stops,” published in 1909): “Imagine, if you can, a
small room, hexagonal in shape, like the cell of a bee. It is
lighted neither by window nor by lamp, yet it is filled with a soft
radiance. There are no apertures for ventilation, yet the air is
fresh. There are no musical instruments, and yet … this room
is throbbing with melodious sounds. An arm-chair is at the centre,
by its side a reading-desk. And in the arm-chair there sits a
swaddled lump of flesh.” Very much like the rooms inhabited
by players of an endless video game, no? Well, no, argues Johnson.
What Kind of Intelligence?
Video games, Johnson tells us, are complicated
and becoming ever more complicated. They stretch areas of the mind
that a book might not engage. Johnson uses the terms
“probing” and “telescoping” to describe the
mental activities exercised in playing games. It seems there is
much in the games that is hidden by design and that has to be
divined if the game is to proceed. (I follow Johnson’s account; I have never seen a video game.) The
games set tasks that require solving earlier tasks, which require
solving still earlier tasks, almost ad infinitum. This is
“telescoping.” So:
“To locate the items, you need the pearl
of Din from the islanders.… To get this, you need to help them solve
their problems. To do this, you need to cheer up the Prince. To do
this, you need to get a letter from the girl.… ”
The sequence “for this one
objective” from the video game “Zelda” goes on
for almost two pages before Johnson writes, “I’ll spare
you the entire sequence.”
If you find this to be nonsense and are
mystified at how grown, or even half-grown, human beings can devote
hour after hour to this (there are guide books to these
games—Johnson refers to one that runs to 53,000
words—and also Internet sites for discussion and analysis),
read on. Johnson is clever at arguing on behalf of the kind of
mental exercise these games involve. According to the author, this
string of tasks for persons about whom we know nothing and care
little is like the kind of question that might be on an
intelligence test. For example, you are presented with the problem
of “Simon,” who has a hundred tags, numbered 1 to 100,
and is drawing them out at random. You are asked, What is the
likelihood he will draw number 21 on his 100th try? You know
nothing of Simon, why he is confronted with his hundred tags, or
what his state of mind is. But that’s not the point.
It’s not literature; it is a test.
I find it far-fetched to consider the
probability example as a parallel to the video game’s tasks.
There is, after all, a correct answer in the probability question,
in a sense different from the correct solution to a task in a video game. But
Johnson ingeniously recasts the video’s string of tasks directly
into a multiple-choice question:
“You need to cross a gorge to reach a
valuable destination. At one end of the gorge a large rock stands
in front of the river, blocking the flow of water …,”
and so on, to the multiple choices with which you are confronted.
But this reworking of a series of tasks in a
video game is still far from an intelligence-test challenge. There
is an arbitrariness in the problem set, the conditions described,
and the solution the game is designed to have the player choose. I
don’t find this in questions testing the understanding of
grammar or arithmetic.
Johnson thinks that both the probability
questions and the video game’s tasks are “good for the
mind on some fundamental level: they teach abstract skills in
probability, in pattern recognition, in understanding causal
relations.…
”
I remain skeptical. He has made his case that
the games are far more complicated than they were 10 or 20 years
ago; but what this complexity is good for, except longer games,
remains unclear to me.
The Vast Playland
Johnson’s case for TV is stronger. He
demonstrates directly, using charts of interactions among
characters, that some of the most popular TV dramas and sitcoms
have become more complicated and demanding: multiple stories are
being told at the same time, and viewers are required to keep in
mind more complex and far-reaching networks of personal relations.
He even makes a case for reality shows like “The
Apprentice,” which are discussed on Internet sites, and on
which difficult ethical issues might be debated.
In the second half of the book Johnson makes
his case that all this is “good for you” by going to
developments in the larger society that we would not ordinarily
connect with the new media. Thus average IQ scores are increasing
even as video games become ever more popular. Johnson refers to the
research of James Flynn and others on this increase, though I do
not believe any of the researchers ascribe this increase to video
games or the increasing complexity of some products of the mass
media. If we are reading less (Johnson concedes this), why do IQ
tests show that we are getting smarter? We may not be getting
higher scores when the tests use traditional cultural content (one
can’t learn that from the video games and the TV shows), but
we are apparently getting better at other kinds of tests, such as
Raven Matrices, which test for logic, pattern recognition, and task
completion.
Johnson takes no stand on the argument that
the increasing use of violence and sex in the games and on TV is
having deleterious effects on society, but he does note the drop in
murder and crime generally that has occurred in tandem with the
rise of the video game (and he might also have pointed to the drop
in teenage pregnancies). The mind, Johnson argues from his studies
of neuroscience, demands challenges, and the new media provide
them. “We are not innate slackers,” he writes,
“drawn inexorably to the least offensive and least
complicated entertainment available. All around us the world of
mass entertainment grows more demanding and sophisticated, and our
brains happily gravitate to that newfound complexity.”
What to make of this? Johnson has a case when
he talks about improvement in abilities independent of content, and
in this sense he reminds me of those who say that education and
schooling should be a matter of how to think rather than what one
thinks about. Yet I cannot help but conclude that thinking about
stealing cars (for example, the very popular “Grand Theft
Auto”) or finding imaginary hidden jewels is less helpful as
education than thinking about the problems of characters in
well-formed novels, or issues in current politics, or real history.
It is a reprise of the debate between E. D. Hirsch’s
“cultural literacy”—induction into our culture,
our issues, our debates—and the so-called skills that can be
addressed to anything, or nothing. In this I stand with those who
want our culture to be part of our education. And even if video
games are now “part of our culture,” some parts of our
culture are more worthy than others.
Nathan Glazer is professor emeritus of
education and sociology at Harvard University.
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