Dumb & dumber.
Bauerlein, Mark
Steven Johnson Everything Bad Is Good for You: How Today's
Popular Culture Is Actually Making Us Smarter. Riverhead Books, 256
pages, $23.95
The editors at Riverhead probably thought that this title was the
ultimate in counterintuitive mischievousness. To turn common sense
notions on their heads, especially those bearing traditional valuations,
is a familiar routine. So much complacent opinion spills into the drift
of received wisdom, one supposes, that a voice against the current is
just what's needed.
Maybe so, in science and technology, but the last thing
intellectuals should champion right now is popular culture. Steven
Johnson casts himself as a defender of a world disdained as cheap,
violent, and infantile, but it's hard to play that role when
economic power is all on the side of video games, ESPN, MTV, etc. Still,
the tone is earnest and the thesis simple. In the last thirty years,
popular culture has become "more complex and intellectually
challenging ... demanding more cognitive engagement ... making our minds
sharper." The content of popular culture remains often vulgar and
inane, Johnson concedes, but the formal elements--rules, plotlines,
allusions, interactivity--have grown more sophisticated, making
today's games, weblogs, reality shows, and sitcoms into "a
kind of cognitive workout" that hones mental skills. Pop culture
provides something more important than "healthy messages". It
cultivates "intellectual or cognitive virtues" of
spatialization, pattern recognition, and problem solving, virtues that
reflect twenty-first-century realities better than traditional knowledge
and reading/math skills.
This is a bold claim, and one expects the empirical evidence to run
deep. Most of the commentary, though, amounts to Johnson's musings
upon what he observes around him. He recites the standard complaints
about pop culture fare, details some computer games and television
shows, and devotes a short passage to IQ scores. His authority on
television seems to be the critic at Salon.com, and his awareness of the
literature on IQ runs no further than a few books and articles (though
he likes the pop psychology concept of "emotional
intelligence").
The case for cognitive benefits begins with a fundamental feature
of games: "far more than books or movies or music, games force you
to make decisions." In an artificial reality, players decide where
to steer a car, how to invest money, which weapon to grab. The content
is juvenile, but "because learning how to think is ultimately about
learning how to make the right decisions," the activity entails a
collateral learning that carries over to users' real lives. The
images are flashy and jumbled, but "It's not about tolerating
or aestheticizing chaos; it's about finding order and meaning in
the world, and making decisions that help create that order."
The benefits continue with the progressive complexity of television
shows. That Hill Street Blues introduced multiple plotlines into
primetime, a technique developed in Twin Peaks, ER, etc., that each
episode of The Simpsons abounds with allusions, and that reality shows
enact "elaborately staged group psychology experiments"--all
signal the evolution of programming from the linear plots and dull
patter of Starsky and Hutch.
Last, Johnson cites the evidence of IQ scores, which have risen
markedly at the same time that popular culture has expanded and
improved. Scientists have explained the three points per decade increase
by noting improved nutrition, higher educational attainment, and
acquaintance with tests themselves, but some attribute it to escalating
cognitive demands of the contemporary environment. Stevens agrees, and
pinpoints popular culture as the primary source.
These piecemeal trends are the phenomena that justify
Johnson's sanguine conclusion that pop culture has made a
"race to the top" not the bottom, and that the-sky-is-falling
judgments should cease. One might respond to this breezy applause by
rehearsing the actual content of pop culture, but the case stands or
falls, Johnson insists, on outcomes. Very well, then, here are a few he
doesn't mention:
* among schoolchildren, there is a strict correlation between
television and achievement--the more you watch, the worse you perform;
* on the 2003 PISA assessment of mathematical and problem-solving
skills, U.S. teens did worse than they did on the 2000 exam;
* on Johnson's
"multiple-plotlines-are-more-sophisticated" criterion, dramas
that fail, besides Dragnet, include Oedipus (Sophocles), Medea (Seneca),
and Phedre (Racine);
* Johnson claims the Internet enables wonderful forms of social and
political activity, but every measure of young people's civic,
geographic, and political awareness demonstrates a blank ignorance of
current events and basic mechanisms of government;
* the average IQ in the area of visuo-spatial reasoning has risen
dramatically, yes, but verbal and arithmetical aptitudes have not;
* Johnson notes a six-point gain in saw verbal scores in the last
five years, but in fact the gain is only three points, and the 2004
score is one point less than the 1986 score.
These outcomes blunt Johnson's sanguine prophecy about pop
culture smarts. The only likely mental benefit is the visuo-spatial IQ
gain, which may stem from a heavily visual pop culture environment. Even
with that gain, a fuller treatment would make one ponder what has been
lost. Popular culture may improve the abstract, artificial
spatialization and problem solving that IQ tests measure, but smartness
there complements dumbness elsewhere. If all those hours online and at
the joystick were spent reading books and learning languages, we might
see verbal aptitudes rise, and teachers and employers would complain
less about the deplorable writing of young adults. If teenagers spent
less time on blog diaries and more doing algebra, the U.S. might climb
higher than the low twenties in international rankings by math
aptitudes. If we prize decision-making skills, a few months with
Plutarch's heroes are worth a lifetime of The Apprentice (which
Johnson compares to The Price Is Right and judges "an intellectual
masterpiece").
The variation in aptitudes summons the very content question that
Johnson seeks to expel from the issue. For content isn't so cleanly
divided from aptitude, and someone with little knowledge of history,
civics, art, and science is hardly any wiser for having mastered web
surfing. Does Johnson really believe that games and sitcoms benefit
young people more than Homer, Virgil, Dante, Milton? His recent column
in Wired is entitled: "Pop Quiz: Why Are IQ Test Scores Rising
around the Globe? (Hint: Stop Reading the Great Authors and Start
Playing Grand Theft Auto.)"