Executive Times

 

 

 

 

 

2005 Book Reviews

 

Everything Bad Is Good For You by Steven Johnson

 

Rating: (Recommended)

 

 

 

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Contrary

 

It won’t take too many pages for the B.S. detector of most readers to start clicking loudly while reading Steven Johnson’s new book, Everything Bad Is Good For You. Despite the generality of the title, Johnson’s premise focuses more narrowly: things like video games and watching television develop our brains and are helping us develop our cognitive skills. Before you let the kids watch unlimited television and play video games with abandon, read this book, and decide where you agree or disagree with Johnson. Depending on your personal experiences with video and computer games and television, you’re likely to find plenty of places to both agree and disagree.

 

Here’s an excerpt, from part II, pp. 179-184:

 

Pop culture’s race to the top over the past decades forces us to rethink our assumptions about the base tendencies of mass society: the Brave New World scenario, where we’re fed a series of stupefying narcotics by media conglomerates interested solely in their lavish profits with no concern for the mental improvement of their consumers. As we’ve seen, the Sleeper Curve isn’t the result of media ti­tans doing charitable work; there’s an economic incentive in producing more challenging culture, thanks to the tech­nologies of repetition and meta-commentary. But the end re­sult is the same: left to its own devices, following its own profit motives, the media ecosystem has been churning out popular culture that has grown steadily more complex over time. Imagine a version of Brave New World where soma and the feelies make you smarter, and you get the idea.

 

If the Sleeper Curve turns the conventional wisdom about mass culture on its head, it does something comparable to our own heads—and the truisms we like to spread about them. Almost every Chicken Little story about the declining standards of pop culture contains a buried blame-the-victim message: Junk culture thrives because people are naturally drawn to simple, childish pleasures. Children zone out in front of their TV shows or their video games because the mind seeks out mindlessness. This is the Slacker theory of brain function: the human brain desires above all else that the external world refrain from making it do too much work. Given their druthers, our brains would prefer to lux­uriate among idle fantasies and mild amusements. And so, never being one to refuse a base appetite, the culture indus­try obliges. The result is a society where maturity, in Andrew Solomon’s words, is a “process of mental atrophy.”

 

These are common enough sentiments, but they contain a bizarre set of assumptions if you think about them from a distance. Set aside for the time being the historical ques­tion of why IQs are climbing at an accelerating rate while half the population wastes away in mental atrophy. Start instead with the more basic question of why our brains would actively seek out atrophy in the first place.

 

The Brave New World critics like to talk a big game about the evils of media conglomerates, but their world-view also contains a strikingly pessimistic vision of the human mind. I think that dark assumption about our innate cravings for junk culture has it exactly backward. We know from neuroscience that the brain has dedicated systems that respond to—and seek out—new challenges and experiences. We are a problem-solving species, and when we confront situations where information needs to be filled in, or where a puzzle needs to be untangled, our minds compulsively ru­minate on the problem until we’ve figured it out. When we encounter novel circumstances, when our environment changes in a surprising way, our brains lock in on the change and try to put it in context or decipher its underlying logic.

 

Parents can sometimes be appalled at the hypnotic effect that television has on toddlers; they see their otherwise vi­brant and active children gazing silently, mouth agape at the screen, and they assume the worst: the television is turn­ing their child into a zombie. The same feeling arrives a few years later, when they see their grade-schoolers navigating through a video game world, oblivious to the reality that surrounds them. But these expressions are not signs of men­tal atrophy. They’re signs of focus. The toddler’s brain is constantly scouring the world for novel stimuli, precisely because exploring and understanding new things and expe­riences is what learning is all about. In a house where most of the objects haven’t moved since yesterday, and no new people have appeared on the scene, the puppet show on the television screen is the most surprising thing in the child’s environment, the stimuli most in need of scrutiny and ex­planation. And so the child locks in. If you suddenly plunked down a real puppet show in the middle of the living room, no doubt the child would prefer to make sense of that. But in most ordinary household environments, the stimuli onscreen offer the most diversity and surprise. The child’s brain locks into those images for good reason.

 

Think about it this way: if our brain really desired to at­rophy in front of mindless entertainment, then the story of the last thirty years of video games—from Pong to The Sims—would be a story of games that grew increasingly simple over time. You’d never need a guidebook or a walk-through; you’d just fly through the world, a demigod un­troubled by challenge and complexity. Game designers would furiously compete to come out with the simplest ti­tles; every virtual space would usher you to the path of least resistance. Of course, exactly the opposite has occurred. The games have gotten more challenging at an astounding rate: from PacMan’s single page of patterns to Grand Theft Auto III’s 53,000-word walk-through in a mere two decades. The games are growing more challenging because there’s an economic incentive to make them more challenging—and that economic incentive exists because our brains like to be challenged.

 

If our mental appetites draw us toward more complex­ity and not less, why do so many studies show that we’re reading fewer books than we used to? Even if we accept the premise that television and games can offer genuine cogni­tive challenges, surely we have to admit that books chal­lenge different, but equally important, faculties of the mind. And yet we’re drifting away from the printed page at a steady rate. Isn’t that a sign of our brains gravitating to lesser forms?

 

I believe the answer is no, for two related reasons. First, most studies of reading ignore the huge explosion of read­ing (not to mention writing) that has happened thanks to the rise of the Internet. Millions of people spend much of their day staring at words on a screen: browsing the Web, reading e-mail, chatting with friends, posting a new entry to one of those 8 million blogs. E-mail conversations or Web-based analyses of The Apprentice are not the same as liter­ary novels, of course, but they are equally text-driven. While they suffer from a lack of narrative depth compared to nov­els, many online interactions do have the benefit of being genuinely two-way conversations: you’re putting words to­gether yourself, and not just digesting someone else’s. Part of the compensation for reading less is the fact that we’re writing more.

 

The fact that we are spending so much time online gets to the other, more crucial, objection: yes, we’re spending less time reading literary fiction, but that’s because we’re spending less time doing everything we used to do before. In fact, the downward trend that strikes the most fear in the hearts of Madison Avenue and their clients is not the decline of literary reading—it’s the decline of television watching. The most highly sought demographic in the country— twenty-something males—watches almost one-fifth less tele­vision than they did only five years ago. We’re buying fewer CDs; we’re going out to the movies less regularly. We’re doing all these old activities less because about a dozen new activities have become bona fide mainstream pursuits in the past ten years: the Web, e-mail, games, DVDs, cable on-demand, text chat. We’re reading less because there are only so many hours in the day, and we have all these new options to digest and explore. If reading were the only cultural pur­suit to show declining numbers, there might be cause for alarm. But that decline is shared by all the old media forms across the board. As long as reading books remains part of our cultural diet, and as long as the new popular forms con­tinue to offer their own cognitive rewards, we’re not likely to descend into a culture of mental atrophy anytime soon.

 

Throughout Everything Bad Is Good For You, Johnson throws out something likely to be controversial, uses some neuroscience evidence to lean support, and then moderates his extreme views a bit. While readers may often reflect along the lines of “B.S.” or “that can’t possibly be true,” Johnson will make you think about your judgments of what is good or bad for you and others.

 

Steve Hopkins, July 25, 2005

 

 

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The recommendation rating for this book appeared

 in the August 2005 issue of Executive Times

 

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