Everything Bad is Good for You: How Today's Popular Culture Is Actually Making Us SmarterPenguin, 02.05.2006 - 288 Seiten From the New York Times bestselling author of How We Got To Now and Farsighted Forget everything you’ve ever read about the age of dumbed-down, instant-gratification culture. 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, far from rotting our brains, is actually posing new cognitive challenges that are actually making our minds measurably sharper. 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. |
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Inhalt
The Sleeper Curve | 1 |
PART ONE | 15 |
PART TWO | 137 |
Afterword | 201 |
Notes on Further Reading | 212 |
Notes | 222 |
Acknowledgments | 251 |
Andere Ausgaben - Alle anzeigen
Everything Bad is Good for You: How Today's Popular Culture Is Actually ... Steven Johnson Eingeschränkte Leseprobe - 2006 |
Everything Bad is Good for You: How Today's Popular Culture Is Actually ... Steven Johnson Eingeschränkte Leseprobe - 2006 |
Everything Bad is Good for You: How Popular Culture is Making Us Smarter Steven Johnson Keine Leseprobe verfügbar - 2006 |
Häufige Begriffe und Wortgruppen
ability activity actually appear argument audience average brain called challenge characters cognitive comes comparable complexity connections course create critics decades drama effect emotional environment episode experience exploring fact Flynn follow forces forms going growing hand happening Hill Street increase intelligence interaction interesting involves it's kids kind learning least less living look mass means mental mind narrative objectives past person play players plot pop culture popular culture probing programming question reading reality relationships reward rise rules scene scores screen season sense sequence shows simulation skills Sleeper Curve social Sopranos story structure television tell there's thing threads track trend trying turn ultimately understand video games viewers watch writing you're
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