Tags: academic sense, alienation, brain candy, day care, denominator, eternal recurrence, intricacies, malcolm gladwell, new yorker, nietzsche, philosopher, pop culture, pop music, popular culture, postmodern, private schools, scoring system, television shows, test scores, trajectory,
from The New Yorker
May 16, 2005
THE CRITICS: BOOKS
Brain Candy
Is pop culture dumbing us down or smartening us up?
by Malcolm Gladwell
1. has subsided, test scores have he is dissecting the
continued to rise--not just in intricacies of a piece of
Twenty years ago, a political America but all over the software, and he's perfectly
philosopher named James developed world. What's capable of using Nietzsche's
Flynn uncovered a curious more, the increases have not notion of eternal recurrence
fact. Americans--at least, as been confined to children who to discuss the new creative
measured by I.Q. tests-- go to enriched day-care rules of television shows.
were getting smarter. This centers and private schools. Johnson wants to
fact had been obscured for The middle part of the curve-- understand popular culture-
years, because the people the people who have -not in the postmodern,
who give I.Q. tests supposedly been suffering academic sense of
continually recalibrate the from a deteriorating public- wondering what "The Dukes
scoring system to keep the school system and a steady of Hazzard" tells us about
average at 100. But if you diet of lowest-common- Southern male alienation
took out the recalibration, denominator television and but in the very practical
Flynn found, I.Q. scores mindless pop music--has sense of wondering what
showed a steady upward increased just as much. What watching something like
trajectory, rising by about on earth is happening? In the "The Dukes of Hazzard"
three points per decade, wonderfully entertaining does to the way our minds
which means that a person "Everything Bad Is Good for work.
whose I.Q. placed him in the You" (Riverhead; $23.95),
top ten per cent of the Steven Johnson proposes that As Johnson points out,
American population in what is making us smarter is television is very different
1920 would today fall in the precisely what we thought was now from what it was thirty
bottom third. Some of that making us dumber: popular years ago. It's harder. A
effect, no doubt, is a simple culture. typical episode of "Starsky
by-product of economic and Hutch," in the nineteen-
progress: in the surge of Johnson is the former editor seventies, followed an
prosperity during the middle of the online magazine Feed essentially linear path: two
part of the last century, and the author of a number of characters, engaged in a
people in the West became books on science and single story line, moving
better fed, better educated, technology. There is a toward a decisive
and more familiar with pleasing eclecticism to his conclusion. To watch an
things like I.Q. tests. But, thinking. He is as happy episode of "Dallas" today is
even as that wave of change analyzing "Finding Nemo" as to be stunned by its glacial
pace--by the arduous quarterbacking" was coined to pastimes--like Monopoly or
attempts to establish social describe the engaged feeling gin rummy or chess--which
relationships, by the spectators have in relation to most of us grew up with.
excruciating simplicity of games as opposed to stories. They don't have a set of
the plotline, by how obvious We absorb stories, but we unambiguous rules that
it was. A single episode of second-guess games. Reality have to be learned and then
"The Sopranos," by contrast, programming has brought followed during the course
might follow five narrative that second-guessing to prime of play. This is why many of
threads, involving a dozen time, only the game in us find modern video games
characters who weave in and question revolves around baffling: we're not used to
out of the plot. Modern social dexterity rather than being in a situation where
television also requires the the physical kind. we have to figure out what to
viewer to do a lot of what do. We think we only have to
Johnson calls "filling in," as How can the greater cognitive learn how to press the
in a "Seinfeld" episode that demands that television buttons faster. But these
subtly parodies the Kennedy makes on us now, he wonders, games withhold critical
assassination conspiracists, not matter? information from the player.
or a typical "Simpsons" Players have to explore and
episode, which may contain Johnson develops the same sort through hypotheses in
numerous allusions to argument about video games. order to make sense of the
politics or cinema or pop Most of the people who game's environment, which
culture. The extraordinary denounce video games, he is why a modern video game
amount of money now being says, haven't actually played can take forty hours to
made in the television them--at least, not recently. complete. Far from being
aftermarket--DVD sales and Twenty years ago, games like engines of instant
syndication--means that the Tetris or Pac-Man were gratification, as they are
creators of television shows simple exercises in motor often described, video games
now have an incentive to coördination and pattern are actually, Johnson writes,
make programming that can recognition. Today's games "all about delayed
sustain two or three or four belong to another realm. gratification--sometimes so
viewings. Even reality shows Johnson points out that one of long delayed that you
like "Survivor," Johnson the "walk-throughs" for wonder if the gratification is
argues, engage the viewer in "Grand Theft Auto III"--that ever going to show."
a way that television rarely is, the informal guides that
has in the past: break down the games and At the same time, players
help players navigate their are required to manage a
When we watch these complexities--is fifty-three dizzying array of
shows, the part of our brain thousand words long, about information and options.
that monitors the emotional the length of his book. The The game presents the
lives of the people around contemporary video game player with a series of
us--the part that tracks involves a fully realized puzzles, and you can't
subtle shifts in intonation imaginary world, dense with succeed at the game simply
and gesture and facial detail and levels of by solving the puzzles one at
expression--scrutinizes the complexity. a time. You have to craft a
action on the screen, looking longer-term strategy, in
for clues. . . . The phrase Indeed, video games are not order to juggle and
"Monday-morning games in the sense of those coördinate competing
interests. In denigrating the vivid, three-dimensional example of collateral
video game, Johnson argues, world filled with moving learning, which is no less
we have confused it with images and musical sound- important.
other phenomena in teen- scapes, navigated and
age life, like multitasking-- controlled with complex Being "smart" involves
simultaneously e-mailing muscular movements--books facility in both kinds of
and listening to music and are simply a barren string of thinking--the kind of fluid
talking on the telephone and words on the page. . . . problem solving that
surfing the Internet. Playing Books are also tragically matters in things like video
a video game is, in fact, an isolating. While games have games and I.Q. tests, but
exercise in "constructing the for many years engaged the also the kind of crystallized
proper hierarchy of tasks young in complex social knowledge that comes from
and moving through the relationships with their peers, explicit learning. If
tasks in the correct building and exploring worlds Johnson's book has a flaw, it
sequence," he writes. "It's together, books force the child is that he sometimes speaks
about finding order and to sequester him or herself in of our culture being
meaning in the world, and a quiet space, shut off from "smarter" when he's really
making decisions that help interaction with other referring just to that fluid
create that order." children.... But perhaps the problem-solving facility.
most dangerous property of When it comes to the other
2. these books is the fact that kind of intelligence, it is not
they follow a fixed linear path. clear at all what kind of
It doesn't seem right, of You can't control their progress we are making, as
course, that watching "24" narratives in any fashion--you anyone who has read, say,
or playing a video game simply sit back and have the the Gettysburg Address
could be as important story dictated to you. . . . This alongside any Presidential
cognitively as reading a risks instilling a general speech from the past twenty
book. Isn't the extraordinary passivity in our children, years can attest. The real
success of the "Harry Potter" making them feel as though question is what the right
novels better news for the they're powerless to change balance of these two forms
culture than the equivalent their circumstances. Reading of intelligence might look
success of "Grand Theft is not an active, participatory like. "Everything Bad Is
Auto III"? Johnson's process; it's a submissive one. Good for You" doesn't
response is to imagine what answer that question. But
cultural critics might have He's joking, of course, but Johnson does something
said had video games been only in part. The point is that nearly as important, which
invented hundreds of years books and video games is to remind us that we
ago, and only recently had represent two very different shouldn't fall into the trap of
something called the book kinds of learning. When you thinking that explicit
been marketed aggressively read a biology textbook, the learning is the only kind of
to children: content of what you read is learning that matters.
what matters. Reading is a
Reading books chronically form of explicit learning. In recent years, for example,
understimulates the senses. When you play a video game, a number of elementary
Unlike the longstanding the value is in how it makes schools have phased out or
tradition of gameplaying-- you think. Video games are an reduced recess and replaced
which engages the child in a it with extra math or English
instruction. This is the faith in the value of the things
triumph of the explicit over that children would otherwise
the collateral. After all, be doing with their time. They
recess is "play" for a ten- could go out for a walk, and
year-old in precisely the get some exercise; they could
sense that Johnson spend time with their peers,
describes video games as and reap the rewards of
play for an adolescent: an friendship. Or, Johnson
unstructured environment suggests, they could be
that requires the child playing a video game, and
actively to intervene, to look giving their minds a rigorous
for the hidden logic, to find workout.
order and meaning in chaos.
© 2005 Malcolm Gladwell
One of the ongoing debates
in the educational
community, similarly, is
over the value of homework.
Meta-analysis of hundreds
of studies done on the
effects of homework shows
that the evidence supporting
the practice is, at best,
modest. Homework seems
to be most useful in high
school and for subjects like
math. At the elementary-
school level, homework
seems to be of marginal or
no academic value. Its effect
on discipline and personal
responsibility is unproved.
And the causal relation
between high-school
homework and achievement
is unclear: it hasn't been
firmly established whether
spending more time on
homework in high school
makes you a better student
or whether better students,
finding homework more
pleasurable, spend more
time doing it. So why, as a
society, are we so enamored
of homework? Perhaps
because we have so little