In “Brain Candy: Is Pop Culture Dumbing Us Down or Smarting Us Up?” (2005), Malcolm Gladwell argues that pop culture is implementing our intelligence in a positive way, through: televisions/video games, books and homework. Firstly, Gladwell starts by stating how Steven Johnson, a former editor of an online magazine called Feed, directs out how television and video games have changed over the course of twenty to thirty years. He writes how earlier, television shows had obvious plot lines, while presently the viewers are required to implement what they have seen in other shows and maintain track of the story line. Gladwell writes that Johnson states how previously, video games were simple trainings in the art of harmonization and pattern identification.
Whilst now, Johnson indicates that the games aids player in steering through their difficulties, stating that video games are a way of implied learning. Secondly, Gladwell mentions the effect of reading. He starts by stating that books and video games characterize two diverse types of learning: explicit and collateral learning. He writes discussing how both holding the same level of importance. Gladwell also states that Johnson prompts to us that explicit learning as the only style that matters. And lastly, homework’s influence on intelligence. Gladwell writes that homework is the most beneficial in high schools and in courses such as math. He also argues that homework in the level of elementary school is of no academic importance. Gladwell ends by referring to Johnson’s suggestion on how students should be playing video games that give their minds intense workouts rather than spend their time doing homework.
Not only educational shows accomplish these goals, but fictional television programs can often incorporate information that requires viewers to grapple with a topic using logical reasoning and a global consciousness. In addition, not to diminish the importance of reading, television reaches those who may never pick up a book or who might struggle with reading problems, enabling a broader spectrum of people to interact with cognitive topics. Veith has committed the error of making generalizations about two forms of media when, in truth, the situation varies depending on quality and content. However, what follows these statements is not just fallacious, but
“Most reported effects of videogames – particularly in the popular press – appear to centre upon the alleged negative consequences… Research has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem,” (Griffiths p. 47), states Mark Griffiths in his article, “The educational benefits of videogames”. When people think of video games, they often tend to think about the negative side effects that video games can have on a person. Will Wright in his article, “Dream Machines” also defends video games by providing positive effects that video games have on those who play them. Wright presents
In "thinking outside the idiot box", Dana Stevens responds to Steven Johnson's New York Times article in which Johnson believes that watching television makes you smarter. Indeed, Steven Johnson claimed that television shows have become more and more complex over the years in order to follow the viewers need for an interesting plot instead of an easy, linear story. However, Dana Stevens is opposed to this viewpoint. Stevens is not against television, he does not think it makes you smarter nor that it is poisenous for the brain, he simply states that the viewer should watch television intelligently. That is to say that, viewers should know how much television they should watch and what to watch as well.
In our society entertainment has become an immense part of our daily lives. We spend extensive periods of time watching TV, which in general has become a habit for many individuals, and a necessity for others. In the article Television as teacher by Neil Postman he argues that television does not help us learn what is necessary for further education, and that it shouldn’t be utilized as a main learning tool because it undermines the techniques applied in teaching centers. Some of these technics are obtaining a previous education before practicing the advanced learning, paying attention to the material being provided, and retaining the information given for future references. Nonetheless I agree with Postman’s point of view that Television is
AsapSCIENCE. “Can Video Games Make You Smarter?” Youtube. 10 January 2014. Web. 1 May 2014.
He feels as if critics need to take a reality check, “When comic books were accused of turning juveniles into delinquents in the 1950s, crime was falling to record lows, just as the denunciations of video games in the 1900’s coincided with the great American crime decline.” He feels that the advances in technology has no affect on our brain’s cognitive functions feels there is no evidence on disabling our learning capabilities. Pinker’s disposition on the positive outcome of technological advances is so profound, he feels it is even correlated with the rise in IQ”s in the modern years. He acknowledges that access to mass media is a powerful tool that can engulf one’s life. Pinker just feels that all humans have self-control and are able to put their phone down when the time is
Will Wright is the guest editor at Wired magazine and cofounder of Maxis, a game development company. On April 2006 he wrote the “Dream Machines” story in Wired, which expressed his opinion on video games. He wrote about his vision on them and he defended the opinion that video games not that bad how a lot of people think. In his article, he discusses that games have positive effects on children and teenagers’ minds. For example, he shows that children use a science method to understand games’ rules; before they will find the right button they do a lot of mistakes. He believes that this type of tactic improves children’s critical thinking. Furthermore, he gives an example that when you are watching a movie you cannot do anything and for some people it is boring; however, when you play video games you should control everything by yourself what is more interesting. At the end of his text, Will Wright explains that some games can give teenagers a chance to have an experience in some types of interesting professions. For instance, the game American Army gives people a chance to control a soldier and understand how to be a soldier in a real life. Thus, the writer tries to defend video games and he
He starts off with explaining his opinion about how pop culture, although increasingly becoming more complex, it is making people more intelligent. The book is divided into two sections. The first part argues how television, video games, and movies have become more elaborate and complicated, meanwhile the second part summarizes how media connects with becoming more intelligent. He starts off by giving us a little bit of background information about the sleeper curve. The sleeper curve is about how pop culture is becoming more intellectually demanding. Johnson says, “Today’s popular culture may not be showing us the righteous path. But it is making us smarter” (14). He shows us in some examples how students manage to
In today’s society we are overwhelmed with technology. Technology is changing everyday, and will forever be a staple in our lives. The effect that technology has on our children has brought on some concerns and some praises. Children these days have no choice but to some how be influenced by the ever growing technology in our societies. Our common concern has been that although digital technology has boosted children’s talent for multitasking, their ability to process information deeply may be deteriorating (Carpenter, 2010). Many people have a wide range of opinions on if technology is having a positive influence on our children or a negative, there is a vast amount of evidence to support both of these arguments. Technology can refer to so many things, but there are three main parts of technology that are having the greatest effects on our children: video games, television/media, and computers. The modern technologies we have today are so powerful because they attract our genetic biases, that the human brain has a tremendous love for visually presented information. Video games, television, movies and computer programs are all very visually oriented and therefore they attract and keep the attention of children easily.
There are many ways to define popular culture. Many individuals have grappled with the question what is popular culture? And how to critically analyze and deconstruct the meanings. Looking at the root words of popular culture is where to begin. Raymond Williams states ‘popular’ means: “well liked by many people" or “culture actually made for the people themselves (Storey, p.5). This is part with the word ‘culture’ combine to look at how the two words have been connect by theoretical work within social and historical context. John Storey approaches popular culture in six categories, they are as followed: “Popular culture is simply culture that is widely favoured or well liked by many people”, Popular culture is “the culture that is left over after we have decided what is high culture”, Popular culture is “mass culture”, “Popular culture is the culture that originates from ‘the people.” and “Popular culture as a site of struggle
Video games can be a fun escape from reality although they’re often interpreted as violent, lazy, and a waste of time by some people. So the question is: can video games actually make you smarter? Video games can improve functions of the brain linked to memory, strategic planning, and increase hand-eye coordination. (Guarini)
Gee, James P. What Video Games Have to Teach Us About Learning and Literacy. New
American educational philosopher John Dewey once said, “ Education is not preparation for life; education is life itself.” Education is the foundation of a permanent lifestyle. Parents should desire for their children to have educational stability to build upon. Any concerned parent should want nothing but the best for their child as they are well aware of the new forms of child entertainment. Since the late 1970’s and early 1980’s, children in the United States have become subject to a new type of entertainment: video gaming (Nickson, 2010). Video games have become a big part of the average American household. Parents have begun to wonder how video games are affecting their children’s lifestyles.
Technology influences children to stay indoors more, distracting them from doing homework and and not paying attention in class. Also, by watching violent shows, it may influence the child to act aggressively towards others. In his essay “School vs Education”, Russell Baker explains how some children are picking up certain types of information from watching television shows that are probably too mature for them to be watching at a young age. “From television, the child will have learned how to pick a lock, commit a fairly elaborate bank hold up, prevent wetness all day long, get laundry twice as white, and kill people with sophisticated armament” (225). Growing up, I had watched all the television shows that I wanted. However, I never really watched that were very “educational”, I would usually watched shows that talked about mature subjects that a five or six year old shouldn’t be watching. Some shows that I always watch where Criminal Minds, CSI, Degrassi, and so much more.With watching shows that had the same theme as Criminal Minds and CSI I learned how to get away with murder by getting rid of the evidence, disposing of a body accordingly, and playing mind games with those that are after me. Despite the important topics that Degrassi touches on, such as teen pregnancy, drugs and alcohol
Interactive media and games increasingly pervade and shape our society. In addition to their leading roles in entertainment, video games play growing roles in education, arts, science and health. This theme brings together a diverse set of experts to provide interdisciplinary perspectives on these media regarding their history, technologies, scholarly research, industry, artistic value and potential future.