Everything bad is good for you
how today's popular culture is actually making us smarter
By Steven Johnson, Steven Johnson and Book Source Staff

"Everything bad is good for you" was published by Riverhead Books in 2005 - New York, it has 238 pages and the language of the book is English.
“Everything bad is good for you” Metadata:
- Title: Everything bad is good for you
- Authors: Steven JohnsonSteven JohnsonBook Source Staff
- Language: English
- Number of Pages: 238
- Publisher: Riverhead Books
- Publish Date: 2005
- Publish Location: New York
“Everything bad is good for you” Subjects and Themes:
- Subjects: ➤ Popular culture - Intellect - Inteligencia - Culture populaire - Intelligence - Cultura popular - Sociology - Nonfiction - Media Studies - Multi-Cultural - History - Social Science - Psychology (General) - Pop Arts / Pop Culture - Anthropology - Cultural - General - Popular Culture - General - Social Science / Media Studies - Long Now Manual for Civilization
Edition Specifications:
- Pagination: xiv, 238 p. :
Edition Identifiers:
- The Open Library ID: OL24752205M - OL11560612W
- Online Computer Library Center (OCLC) ID: 57514882
- Library of Congress Control Number (LCCN): 2005042769
- ISBN-13: 9781573223072
- ISBN-10: 1573223077
- All ISBNs: 1573223077 - 9781573223072
AI-generated Review of “Everything bad is good for you”:
"Everything bad is good for you" Table Of Contents:
- 1- Introduction : the sleeper curve
- 2- Part one
- 3- Part two
- 4- Notes on further reading
- 5- Notes
- 6- Acknowledgments.
"Everything bad is good for you" Description:
The Open Library:
The $10 billion video gaming industry is now the second-largest segment of the entertainment industry in the United States, outstripping film and far surpassing books. Reality television shows featuring silicone-stuffed CEO wannabes and bug-eating adrenaline junkies dominate the ratings. But prominent social and cultural critic Steven Johnson argues that our popular culture has never been smarter. Drawing from fields as diverse as neuroscience, economics, and literary theory, the author argues that the junk culture we're so eager to dismiss is in fact making us more intelligent. A video game will never be a book nor should it aspire to be-and, in fact, video games, from Tetris to the Sims to Grand Theft Auto, have been shown to raise IQ scores and develop cognitive abilities that can't be learned from books. Likewise, successful television, when examined closely and taken seriously, reveals surprising narrative sophistication and intellectual demands. This book is a hopeful and spirited account of contemporary culture. The author demonstrates that our culture is not declining but changing-in exciting and stimulating ways we'd do well to understand. The glow of the video game or television screen will never be regarded the same way again.
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