Everything Bad Is Good for You: Games

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Steven Johnson, in his book, everything is bad you: games suggest that if the new popular forms [of media] continue to offer their cognitive rewards, we are not likely to descend into a culture of mental atrophy anytime soon. Johnson’s assertion is indeed true. Playing games in contrast to reading books improve a person’s visual intelligence and manual dexterity. Secondly, games force individuals to make decisions as well as improve their critical thinking. Thirdly, the sleeper curve in popular entertainment and the media is growing more complex over time. People line up to buy games that require most thinking, reducing the chance of society succumbing to mental atrophy anytime soon.

Playing games improves a person’s visual intelligence and manual dexterity. Compared to playing games, reading books from a tender age requires attention, effort, and concentration. It requires active participation. Playing video games, contrary to popular belief, is not completely a waste of time. Those who play regularly show improved skills when compared to non-gamers (Johnson, 2006). Research at the University of Rochester, for instance, found out that adults who played video games regularly had better visuals skill compared to those who did not play. Cognitive rewards from gaming that are well defined eventually make a person’s brain become drawn to such systems. The focus becomes not what they are thinking when playing, but the way one is thinking is all that matters.

Games enable individuals to make decisions and to think critically better than how books and movies would. Books can trigger thoughts and imaginations the same as music, but games will force them to prioritize, decide, and choose. Thinking critically is all about making the right decisions, analyzing pieces of evidence, consulting long-term goals, and finally making decisions. Like playing video games where players get to understand the rules when playing, video games activate an aspect of emotional IQ called social intelligence. Players can recall and monitor unique vectors of interaction with the people around them. As Johnson (2006), states “We are a problem-solving species, and when we confront situations where information needs to be filled in, or where a puzzle needs to be untangled, our minds compulsively ruminate on the problem until we’ve figured it out.”

The sleeper curve charts are proof that the chances of humans succumbing to mental atrophy is farfetched. Trends in today’s cultures are growing more complex currently. People want games that require most thinking and analysis. People want challenging trivia as well as game shows that probes their minds to fill in the blanks and those that exercise on their emotional intelligence. People’s IQs have been rising over the decades, thanks to problem-solving, abstract reasoning, pattern recognition, and special logic brought forth by games. The sleeper curve indicates that pop culture is growing more complex and not the other way around. As the author posits, “The games are growing more challenging because there’s an economic incentive to make them more challenging – and that economic incentive exists because our brains like to be challenged” (Johnson, 2006)

In conclusion, games are keeping people in check, preventing them from succumbing to mental atrophy. Games and televisions offer genuine cognitive challenges. However, some games are violent and disturbing. Parents and children alike should focus on shows that sedate or engages their minds. This way, there will be reduced chances of mental atrophy. Again, popular culture can be addictive and consume much time. In this case, a line must be drawn when there is a working theory of potential benefits.

Reference

Johnson, S. (2006). Everything bad is good for you: How today’s popular culture is actually making us smarter. Penguin.

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