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_zombies or mad scientists?

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Title: _zombies or mad scientists?


1
_zombies or mad scientists?
  • Computers and English
  • Matt Barton

2
_old fashioned persuasion
  • This book is an old-fashioned work of persuasion
    that ultimately aims to convince you of one
    thing popular culture has, on average, grown
    more complex and intellectually challenging over
    the past thirty years. (xiii)

3
_key claims
  1. By almost all the standards we use to measure
    readings cognitive benefits, the nonlinearity of
    pop culture has been steadily growing more
    challenging over the past thirty years.
  2. The nonliterary pop culture is honing different
    mental skills that are just as important as the
    ones exercised by reading.

4
_sleeper curve
  • The landscape of popular culture involves the
    clash of competing forces
  • The neurological appetites of the brain
  • The economics of the culture industry
  • The development of technology
  • This is the ultimate test of the Sleeper Curve
    even the crap has improved. (91)

5
_nothing to canonize here
  • I do not believe that most of todays pop
    culture is made up of masterpieces that will
    someday be taught alongside Joyce and Chaucer.
    (11)
  • But they are more complex and nuanced than the
    shows and games that preceded them. (11)

6
_lets get cognitive
  • I think there is another way to assess the
    social virtue of pop culture, one that looks at
    media as a kind of cognitive workout, not as a
    series of life lessons. (14)

7
_rewards of reading
  • What are the rewards of reading?
  • The information conveyed by the book
  • The mental work you do to process and store that
    information.

8
_games
  • Games are not novels, and the ways in which they
    harbor novelistic aspirations are invariably the
    least interesting thing about them. (21)

9
_this game is hard work
  • The dirty little secret of gaming is how much
    time you spend not having fun. (25)
  • The clearest measure of cognitive challenges
    posed by modern videogames is the sheer size of
    the cottage industry devoted to publishing game
    guides. (28)

10
_neuroscience
  • The power of games to captivate involves their
    ability to tap into the brains natural reward
    circuitry. (34)
  • Most of the crucial work in game interface
    design revolves around keeping players notified
    of potential rewards available to them. (36)

11
_rewards
  • If you create a system where rewards are both
    clearly defined and achieved by exploring an
    environment, youll find human brains drawn to
    those systems. (38)
  • No other form of entertainment offers that
    cocktail of reward and explorationwe dont
    explore movies or TV. (38)

12
_decisions
  • Games force you to make decisions.
  • Learning how to think is ultimately about
    learning to make the right decisions weighing
    evidence, analyzing situations, consulting your
    long-term goals, and then deciding. (41)
  • These decisions are predicated on two modes of
    thinking probing and telescoping.

13
_probing
  • In the videogame world, rules are rarely
    established in their entirety before you sit down
    to play. (42)
  • You have to probe the depths of the games logic
    to make sense of ityou get results by trial and
    error, stumbling across things, and following
    hunches. (43)
  • Gamers are learning the basic procedure of the
    scientific method. (45)

14
_telescoping
  • I call the mental labor of managing simultaneous
    objectives telescoping because of the way the
    objectives nest inside one another like a
    collapsed telescope. (54)
  • The closest analog to the way gamers are
    thinking is the way programmers think when they
    write code. (55)

15
_word problems
  • I would argue that the cognitive challenges of
    videogaming are much more usefully compared to
    another educational genre the word problem. (58)

16
Raph Koster
17
_television
  • What does televisions increased complexity look
    like?
  • Multiple Threading
  • Flashing Arrows
  • Social Networks

18
_reality television
  • Perhaps the most important thing about reality
    programming is that the format is reliably
    structured like a videogame. (92)

19
_emotional quotient
  • TV turns out to be a brilliant medium for
    assessing other peoples emotional intelligence
    or AQa property that is too often ignored when
    critics evaluate the mediums carrying capacity
    for thoughtful content. (99)

20
_the internet
  • The rise of the Internet has challenged our
    minds in three fundamental and related ways
  • By being participatory
  • By forcing users to learn new interfaces
  • By creating new channels for social interaction

21
_the net
  • TV and automobile society locked people up in
    their living rooms, away from the clash and
    vitality of public space, but the Net has
    reversed that long-term trend. (124)
  • Google is our cultures principle way of knowing
    about itself. (121)

22
_film where the curve levels off
  • Film has historically confronted a ceiling that
    has reigned in its complexity, because its
    narratives are limited to two to three hours.
    (131)
  • Lord of the Rings is several times more
    challenging than Star Wars. (125)
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