Everything bad is good for you : how today's popular culture is actually making us smarter / Steven Johnson.
By: Johnson, Steven
.
Material type:
BookPublisher: New York: Riverhead Books, 2006Edition: 1st Riverhead trade pbk. ed.Description: xvi, 254 p. : ill. ; 21 cm. + pbk.ISBN: 1594481946; 9781594481949.Subject(s): Popular culture| Item type | Current library | Call number | Copy number | Status | Barcode | |
|---|---|---|---|---|---|---|
| General lending | MTU Bishopstown Library Lending | 306.0973 (Browse shelf(Opens below)) | 1 | Available | 00135036 | |
| General lending | MTU Bishopstown Library Lending | 306.0973 (Browse shelf(Opens below)) | 1 | Available | 00135037 |
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Enhanced descriptions from Syndetics:
Forget everything you've ever read about the age of dumbed-down, instant-gratification culture
From the New York Times bestselling author of How We Got To Now and Farsighted
In this provocative, unfailingly intelligent, thoroughly researched, and surprisingly convincing big idea book, Steven Johnson draws from fields as diverse as neuroscience, economics, and media theory to argue that the pop culture we soak in every day--from Lord of the Rings to Grand Theft Auto to The Simpsons --has been growing more sophisticated with each passing year, and is actually making our minds measurably sharper. Johnson expertly dismantles conventional wisdom surrounding new media and makes a compelling argument for popular culture and its cognitive benefits.
After reading Everything Bad is Good for You , you will never regard the glow of the video game or television screen the same way again.
With a new afterword by the author.
Includes bibliographical references (pages 212-250).
Introduction : the sleeper curve -- Part one -- Part two -- Afterword.
The $10 billion video gaming industry is now the second-largest segment of the entertainment industry in the United States, outstripping film and far surpassing books. Reality television shows featuring silicone-stuffed CEO wannabes and bug-eating adrenaline junkies dominate the ratings. But prominent social and cultural critic Steven Johnson argues that our popular culture has never been smarter. Drawing from fields as diverse as neuroscience, economics, and literary theory, the author argues that the junk culture we're so eager to dismiss is in fact making us more intelligent. A video game will never be a book nor should it aspire to be-and, in fact, video games, from Tetris to the Sims to Grand Theft Auto, have been shown to raise IQ scores and develop cognitive abilities that can't be learned from books. Likewise, successful television, when examined closely and taken seriously, reveals surprising narrative sophistication and intellectual demands. This book is a hopeful and spirited account of contemporary culture. The author demonstrates that our culture is not declining but changing-in exciting and stimulating ways we'd do well to understand. The glow of the video game or television screen will never be regarded the same way again.
CIT Module MMED 8007- Core reading.
Excerpt provided by Syndetics
Author notes provided by Syndetics
Steven Johnson was born on June 6, 1968. He received an undergraduate degree at Brown University, where he studied semiotics, and later went on to receive a graduate degree in English literature from Columbia University. He is the author of several books including Future Perfect: The Case for Progress in a Networked Age; Where Good Ideas Come From: The Natural History of Innovation; The Invention of Air: A Story of Science, Faith, Revolution and the Birth of America; and The Ghost Map: The Story of London's Most Terrifying Epidemic-and How it Changed Science, Cities and the Modern World. His book, How We Got to Now: Six Innovations That Made the Modern World, was the subject of a six-part series on PBS, which he also hosted.(Bowker Author Biography)