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	<title>everything-bad-is-good-for-you &amp;laquo; WordPress.com Tag Feed</title>
	<link>http://wordpress.com/tag/everything-bad-is-good-for-you/</link>
	<description>Feed of posts on WordPress.com tagged "everything-bad-is-good-for-you"</description>
	<pubDate>Tue, 14 Oct 2008 12:26:05 +0000</pubDate>

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<title><![CDATA[Everything bad is good for you]]></title>
<link>http://incertidumbrecuantica.wordpress.com/?p=33</link>
<pubDate>Thu, 17 Jul 2008 10:12:09 +0000</pubDate>
<dc:creator>exfreez</dc:creator>
<guid>http://incertidumbrecuantica.sv.wordpress.com/2008/07/17/everything-bad-is-good-for-you/</guid>
<description><![CDATA[Al hilo del artículo que publiqué hace años sobre &#8220;La quema de píxeles&#8221;, me he encon]]></description>
<content:encoded><![CDATA[<p>Al hilo del artículo que publiqué hace años sobre <strong>"La quema de píxeles"</strong>, me he encontrado con este curioso video:</p>
<p><span style='text-align:center; display: block;'><object width='425' height='350'><param name='movie' value='http://www.youtube.com/v/lpet4TJi41A'></param><param name='wmode' value='transparent'></param><embed src='http://www.youtube.com/v/lpet4TJi41A&rel=0' type='application/x-shockwave-flash' wmode='transparent' width='425' height='350'></embed></object></span></p>
<p>No voy a traducirlo, pero aqui va un <strong>resumen explicativo </strong>para los que no entienden inglés:</p>
<p>Imaginaos que los <strong>libros</strong> hubieran aparecido después de los <strong>videojuegos</strong>, que llevaramos 500 años jugando a videojuegos y de repente surgieran los libros, causando furor entre los niños y preocupación en sus padres. ¿Como serían los titulares de la <strong>prensa</strong>?, creo que algo así:</p>
<p>"Leer libros <strong>subestimula</strong> los sentidos de manera crítica. Al contrario que la larga tradición de videojuegos, que sumerge al niño en un vivo y realista mundo tridimensional con imagenes en movimiento y música, donde debe manejarse con complejos movimientos musculares; los libros no son más que una serie de palabras puestas en linea sobre el papel. Los libros tambien <strong>aislan</strong> a nuestros niños de manera trágica. Mientras los videojuegos han fomentado la participación del niño en complejas relaciones sociales con sus iguales, construyendo y explorando mundos juntos; los libros obligan al niño a secuestrarse a sí mismo en un apartado, solitario y silencioso lugar, apagando cualquier interacción con otro niño. Leer no es una actividad participativa, si no totalmente <strong>pasiva</strong>. Los lectores de libros de nuestras generaciones más jovenes estan aprendiendo a seguir un guión en vez de a <strong>aprender a liderar</strong>."</p>
<p><strong>Steven Johnson</strong> es el autor del libro que da título a este post (no publicado en españa), y en el que presenta una defensa de la <strong>culturar pop </strong>como fomentadora de una población más crítica, inteligente e inconformista. Si bien esto choca de bruces con lo que continuamente nos bombardean los medios tradicionales, el autor pone una serie de <strong>ejemplos</strong> bastante claros: las <strong>series de tv</strong> evolucionan hacia tramas más y más complejas y en general de más calidad obligando al espectador a estar más atento y a participar con sus propias hipótesis y elecubraciones, los <strong>videojuegos</strong> que mas tiempo se mantienen en la lista de más vendidos suelen ser aquellos que requieres que el jugador elabore una estrategia personal no inherente de ante mano, aquellos que dotan de una mayor elección y personalización al jugador, étc., y por último, <strong>internet</strong> ha hecho que la genta "lea" más de lo que estaba acostumbrada, y nos obliga a reciclar continuamente nuestros conocimientos técnicos en un mundo que avanza cada vez más y más deprisa. Concluyendo, <strong>"todo lo malo es bueno para ti"</strong>, o como la culturar pop nos vuelve más listos.</p>
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<title><![CDATA[Weekly Geek #11]]></title>
<link>http://anovelworld.wordpress.com/?p=195</link>
<pubDate>Sat, 12 Jul 2008 15:45:03 +0000</pubDate>
<dc:creator>rantsandreads</dc:creator>
<guid>http://anovelworld.sv.wordpress.com/2008/07/12/weekly-geek-11/</guid>
<description><![CDATA[DeweyMonster is wisely using this week&#8217;s Week Geek theme to help sort through her To Be Review]]></description>
<content:encoded><![CDATA[<p><a href="http://deweymonster.com/">DeweyMonster</a> is wisely using this week's Week Geek theme to help sort through her To Be Reviewed list. My task is to choose a book and ask three questions about this book.</p>
<p>So, the title I chose is:</p>
<p><a href="http://www.amazon.com/Everything-Bad-Good-Steven-Johnson/dp/B000SOTQB2/ref=pd_bbs_sr_1?ie=UTF8&#38;s=books&#38;qid=1215876943&#38;sr=1-1">Everything Bad is Good for You by Steven Johnson</a></p>
<p>This is a book I see in bookstores and at the a library quite frequently but never got around to reading. I'm more interested if the author actually has something valid to say, or if he's just blowing a lot of hot-air.</p>
<p>Q1)   How do you feel about the author's point of view that video games, television shows, and other forms of popular entertainment are not damaging to American's moral development?</p>
<p>Q2)   How does he validate his opinions? Where does he find evidence to back up his claims?</p>
<p>Q3)   How do you think this book applies to your everyday life? Has it changed how you feel about your time spent watching TV or letting your kids play video games?</p>
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<title><![CDATA[FA Episode 9]]></title>
<link>http://familyanatomy.wordpress.com/?p=69</link>
<pubDate>Tue, 27 May 2008 14:52:00 +0000</pubDate>
<dc:creator>brianmacdonald</dc:creator>
<guid>http://familyanatomy.wordpress.com/2008/05/27/fa-episode-9/</guid>
<description><![CDATA[Doctor Brian talks about the impact of video games and the book, &#8220;Everything Bad Is Good For Y]]></description>
<content:encoded><![CDATA[<p>Doctor Brian talks about the impact of video games and the book, "Everything Bad Is Good For You." AND there's an interview with a super-secret surprise guest!</p>
<p>Listen here: <a href="http://media.libsyn.com/media/familyanatomy/FA009_-_Anatomy_of_Media_2.mp3">[audio http://media.libsyn.com/media/familyanatomy/FA009_-_Anatomy_of_Media_2.mp3]</a><a href="http://media.libsyn.com/media/familyanatomy/FA005_-_Anatomy_of_Fears_2.mp3"> </a></p>
<p>… or get your free subscription in iTunes here: <a href="http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=277547868">http://phobos.apple.com/WebObjects/MZStore.woa/wa/viewPodcast?id=277547868</a></p>
<p>Leave us a comment, or you can find or e-mail addresses on the “Contact Us” page.</p>
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<title><![CDATA[Citat om data/tv-spel]]></title>
<link>http://peterals.wordpress.com/?p=181</link>
<pubDate>Fri, 08 Feb 2008 14:48:04 +0000</pubDate>
<dc:creator>peterals</dc:creator>
<guid>http://peterals.sv.wordpress.com/2008/02/08/citat-om-datatv-spel/</guid>
<description><![CDATA[&#8220;It&#8217;s not about tolerating or aestheticizing chaos; it&#8217;s about finding order and m]]></description>
<content:encoded><![CDATA[<p>"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."<br />
Steven Johnson om data- och tv-spel i boken "<a href="http://en.wikipedia.org/wiki/Everything_Bad_Is_Good_For_You">Everything Bad is Good for You</a>"</p>
<p><img src="http://upload.wikimedia.org/wikipedia/en/b/b6/Everything_Bad_Cover.JPG" border="0" alt="" width="177" height="280" /></p>
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<title><![CDATA[Libraries: Adding to the digital divide?]]></title>
<link>http://closedstacks.wordpress.com/2007/12/18/libraries-adding-to-the-digital-divide/</link>
<pubDate>Wed, 19 Dec 2007 01:29:28 +0000</pubDate>
<dc:creator>Hip Shhusher</dc:creator>
<guid>http://closedstacks.sv.wordpress.com/2007/12/18/libraries-adding-to-the-digital-divide/</guid>
<description><![CDATA[I came across this article (New library emphasizes computers over books. - 12/14/07&#8211; the site ]]></description>
<content:encoded><![CDATA[<p>I came across <a title="New Library emphasizes computers over books" href="http://www.thefmextra.com/TheWordChipper.php" target="_blank">this</a> article (New library emphasizes computers over books. - 12/14/07-- the site doesn't let you link directly to it, for some reason) recently, commenting on the library building projects in Fargo, ND. The author disapprovingly comments on the high number of computers one of the Fargo libraries has. He believes that public libraries are focusing to much on providing patrons with computers. (or movies, games, and audiobooks for that matter) He insists that libraries should be focusing most of their resources on books, and on preserving them. The author goes on to explain that the public should be going to coffee shops and public schools (what? really?) for internet access.</p>
<p>I know there are people out there who believe libraries should just be for housing books. Sorry, but you are wrong. By the very <a href="http://www.google.com/search?q=define%3Alibrary" target="_blank">definition</a> of the word, libraries are here to house knowledge, in any, and every format. Whether that knowledge is coming from books, the internet, or even video games, librarians spend their time figuring out how to store, catalog, and retrieve all this information for the public to access.</p>
<p>It is heresy for most public [libraries] to pick and choose the information they offer to the public. Libraries just do not do that. In a library, all people, rich or poor, young or old can use computers (or any information) for educational, or recreational usage. Hopefully, a library is an environment where people from all backgrounds feel comfortable getting help, and using new technologies. Just today, <a title="Library Link of the Day" href="http://www.tk421.net/librarylink/">Library Link of the Day</a>, posted an article from <a title="Digital Divide still an issue in Minnesota" href="http://minnesota.publicradio.org/display/web/2007/12/06/digitaldivide/" target="_blank">Minnesota Public Radio </a>explaining the importance of computers in libraries to help bridge the digital divide. The article points out statistics showing how big the gap of technology is between those of different ages and ethnic backgrounds. It is clear that libraries have a duty to provide digital information to those who wouldn't otherwise have access to it.</p>
<p>The author of the Fargo article goes on to state that, "while it may be appropriate for a library to have some computers available for Internet access and for searching the card catalog." Computers, and the internet, can be so much more then just research. Many disapprove of using library computers to play games. Frankly, this is annoying and demeaning. Who is to say that those games are less important than work anyone else may be doing? In case anyone hasn't heard, there is a plethora of new research coming out that stresses the benefits and positive educational consequences that can come from video games. Steven Johnson, author of <em><a title="everything bad is good for you" href="http://www.amazon.com/Everything-Bad-Good-Steven-Johnson/dp/B000O17CYM/ref=pd_bbs_sr_1?ie=UTF8&#38;s=books&#38;qid=1198024215&#38;sr=8-1" target="_blank">Everything Bad is Good for You</a>,</em> goes as far as to say that video games are teaching children necessary problem solving skills, making them perform higher on IQ tests then their parents would have at their age.</p>
<p>In the end, libraries are for everyone. Whatever an individual's information needs may be, and however a person chooses to absorb that information, it is the job of our public libraries to provide access to that information. Like most people who work in libraries, I am a stringent defender that everyone should read everything they can get their hands on. But, going further then that, I think everyone should also watch, listen to, play, and absorb everything they can. Once you start to do this, it is amazing how all knowledge, everything, everywhere is related to each other. This includes all information and resources available through computers.</p>
<div><a title="closedstacks-1282.jpg" href="http://closedstacks.wordpress.com/files/2007/12/closedstacks-1282.jpg"></a></div>
<p><a title="closedstacks-1282.jpg" href="http://closedstacks.wordpress.com/files/2007/12/closedstacks-1282.jpg"></p>
<div style="text-align:center;"><img src="http://closedstacks.wordpress.com/files/2007/12/closedstacks-1282.thumbnail.jpg" alt="closedstacks-1282.jpg" width="96" height="96" /></div>
<p> </p>
<p></a></p>
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<title><![CDATA[Book Review: “Everything Bad is Good for You”]]></title>
<link>http://bakariakil.wordpress.com/2007/09/13/book-review-%e2%80%9ceverything-bad-is-good-for-you%e2%80%9d/</link>
<pubDate>Thu, 13 Sep 2007 18:07:14 +0000</pubDate>
<dc:creator>bakariakil</dc:creator>
<guid>http://bakariakil.sv.wordpress.com/2007/09/13/book-review-%e2%80%9ceverything-bad-is-good-for-you%e2%80%9d/</guid>
<description><![CDATA[Book Review: “Everything Bad is Good for You”
&nbsp;
By Bakari Akil II, PhD
&nbsp;
&nbsp;
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<content:encoded><![CDATA[<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><strong>Book Review: “Everything Bad is Good for You”</strong></font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><strong>By Bakari Akil II, PhD</strong></font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><span>            </span>Steven Johnson’s premise is simple. Our current pop culture disseminated through television shows, movies and video games have many redeeming features even though it contains high levels of violence, sexual material or as some put it, mindless entertainment. For the reader unfamiliar with Johnson’s work it is helpful to note that Johnson often uses a macro-level approach when analyzing this issue. This ‘big picture’ approach allows him to analyze the supposed broad effects of mass media; the pop culture it creates and how it affects its users.</font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><strong>Television and Movies</strong></font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><span>            </span>Johnson argues that television programming has substantially changed over the last 50 years from shows with a few characters and easy to follow plot lines to television shows with multiple plots, multiple characters and never ending stories. In the past, sitcoms and dramas were predictable and could be wrapped up in 30 to 60 minutes. Not now! Shows such as <em>Prison Break, Daybreak</em>, <em>24</em>, and the <em>Sopranos</em> keeps the audience guessing, don’t spell out everything, if anything, and often leaves the viewer in suspense, sometimes for an entire season.</font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><span>            </span>This, Johnson argues, forces the viewer to participate on many levels. The viewer can no longer sit and passively watch their favorite television shows, they must pay close attention. The creators of such shows sometimes start from the end or middle and work their way back to the beginning. New characters often enter the storyline with no introduction and the audience is forced to figure out that character’s purpose. Depending upon when the viewer starts to watch a show, they may have a hard time figuring out what the show is all about. New plot lines may emerge out of nowhere and the audience has to quickly figure out why. In addition, these shows such as ABC’s short-lived <em>Daybreak</em>, starring Taye Digs and Moon Bloodgood, often test their audience’s analytical skills and prods them to guess how the shows will end.</font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><span>            </span>These new types of shows force the audience to use their cognitive skills in ways older television shows have not done in the past. The use of logic, intuition and pure common sense on the part of the audience takes the term armchair quarterback to a new level.<span>  </span>Johnson also asserts that many of these shows exercise the social and emotional intelligence of their viewers as it forces them to look at situations and decide what they would do. <span>       </span></font></p>
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<p style="text-indent:0.5in;margin:0;" class="MsoNormal"><font face="Times New Roman">This most often takes place with reality television shows. <em>MTV’s Real World</em>, <em>Survivor</em>, dating shows like <em>Flavor of Love</em> and the <em>Bachelorette</em> often shows people in vulnerable states and in intimate moments. The power of such shows, Johnson states, is that it catches people’s true emotions, if only for a split second. That attraction is what Johnson argues is behind the success of such shows and is also the reason why he asserts that it helps improve social and emotional intelligence. Viewers often empathize with the characters or at the least think about what they would do if they were faced with similar situations. Constant viewing of these shows provides the audiences with opportunities to broaden and enrich their social skills and explore their own emotional issues as a result. Yes, these shows can be about mindless activities, but many of these shows do explore issues pertaining to gender and sexuality, race and ethnicity, violence, politics and everyday ordinary problems. Additionally, Johnson cites that these shows are not just watched and forgotten. Many people watch these shows with others, discuss them at school and work or discuss them in chat rooms or message boards on the Internet, which further increases their analytic skills and at the least provides them with something to talk about.</font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><strong>Video Games</strong></font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><span>            </span>Video games may also provide benefits. On a social level, the players play their games with other players and develop bonds through shared experiences. It may not be the ideal experience that a parent may want their child to have, but it does occur. Gamers connect with other players on the Internet, in their living rooms and at tournaments. This allows the video players to bring a social aspect to their gaming experience. </font></p>
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<p style="text-indent:0.5in;margin:0;" class="MsoNormal"><font face="Times New Roman">Johnson also argues that video games increase the cognitive skills of its players due to the level of commitment and multitasking it requires to succeed. Gone are the days where players can often master a game in one day or a heavy week of playing. Some games are never mastered and require a number of skills of its players. Johnson discusses studies where video game players cite feelings of well being after playing, improved hand and eye coordination, the ability to assess visual patterns much quicker than non-gamers and improved problem solving abilities overall. Although car crashes, shoot outs and anarchy is not something most parents enjoy seeing their kids participating in as a video game, there is some evidence of video games helping to improve the intelligence of its players in certain ways. Besides, not all video games are of that fare. </font></p>
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<p style="margin:0;" class="MsoNormal"><font face="Times New Roman"><span>            </span>In the final analysis, the pop culture that is enjoyed by youths and many adults will always face criticism. In our modern era, sex, senseless violence and entertainment for entertainment sake will always turn certain people and groups off. Yet, the modes that it is being delivered by have allowed the audience to become more than a passive user and engages their cognitive, social and emotional intelligences. In some cases, it makes them think about what would be the best course of action or best way to react. In other cases, it may make them better problem solvers or provide them with opportunities to develop social skills. Either way it’s not mindless, in order to participate, they have to think and isn’t that what we want people to do, think for themselves. </font></p>
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<title><![CDATA[Everything Bad Is Good for You]]></title>
<link>http://nomon.wordpress.com/2006/03/08/everything-bad-is-good-for-you/</link>
<pubDate>Wed, 08 Mar 2006 19:39:40 +0000</pubDate>
<dc:creator>magnord</dc:creator>
<guid>http://nomon.wordpress.com/2006/03/08/everything-bad-is-good-for-you/</guid>
<description><![CDATA[How Today&#8217;s Popular Culture Is Actually Making Us Smarter
Steven Johnson, 2005, 256 s
 Bokens ]]></description>
<content:encoded><![CDATA[<h4>How Today's Popular Culture Is Actually Making Us Smarter</h4>
<h5>Steven Johnson, 2005, 256 s</h5>
<p><a href="http://nomon.wordpress.com/files/2008/03/everythingbad.jpg" title="everythingbad.jpg"><img src="http://nomon.wordpress.com/files/2008/03/everythingbad.jpg" alt="everythingbad.jpg" align="left" width="160" /></a> Bokens titel är lite missvisande, "Allt komplext är bra för dig" vore mer rättvisande, men också mindre publikdragande, det ska erkännas. Johnson har dessutom en poäng i sin valda titel: flera av de tidsfördriv han behandlar i sin bok anses av många vara dåliga vanor, framförallt om de utövas av yngre personer. Den tes Johnsons hävdar i denna bok är att mycket av det som ses som fördummande och passiviserande idag faktiskt har gjort en hel generation smartare.</p>
<p><a href="http://nomon.wordpress.com/files/2008/03/hillstreetblues.jpg" title="hillstreetblues.jpg"><img src="http://nomon.wordpress.com/files/2008/03/hillstreetblues.jpg" alt="hillstreetblues.jpg" align="right" hspace="1" width="160" /></a> Ta till exempel den drastiska utveckling som TV-serier gått igenom de senaste decennierna. Jämför hur komplexiteten ökat i komediserier som <i>Lucy Show</i> via <i>Cheers</i> till <i>Seinfeld</i>, eller hur dramaserier har fördjupats från t ex <i>Starsky &#38; Hutch</i> via <i>Hill Street Blues (Spanarna på Hill Street)</i> till <i>Sopranos</i> eller <i>West Wing (Vita huset)</i>. En TV-tittare uppfödd på 50- eller 60-talets serier skulle sannolikt sitta som ett förvirrat frågetecken inför ett avsnitt av <i>West Wing</i> om han inte genomlevt de mellanliggande decenniernas TV-utveckling (när det gäller just denna serie kan nog en och annan av dagens tittare också känna sig mentalt söndertuggad efter ett avsnitt).</p>
<p><a href="http://nomon.wordpress.com/files/2008/03/westwing.jpg" title="westwing.jpg"><img src="http://nomon.wordpress.com/files/2008/03/westwing.jpg" alt="westwing.jpg" align="left" width="160" /></a>Utvecklingen har skett på flera plan. Den första förändringen är att antalet parallella trådar i en serie eller i ett avsnitt har ökat dramatiskt. Ett avsnitt <i>Lucy Show</i> eller <i>Starsky &#38; Hutch</i> hade en tråd med handling; från scen till scen följer vi huvudpersonerna och deras förehavanden utan avbrott. När den revolutionerande polisserien <i>Hill Street Blues</i> hade premiär 1981 var TV-bolaget mycket oroligt för att ingen skulle hänga med i Steven Bochcos många sammanflätade trådar som, filmade med handhållen kamera och snabba klipp, varvade ett tiotal personers arbetsliv och privatliv i en enda röra. Det gick dock vägen och TV-serier har inte varit sig lika sedan dess. <i>Sopranos, ER (Cityakuten)</i> eller <i>West Wing</i> hade inte varit möjliga utan <i>Hill Street Blues</i>.</p>
<p><a href="http://nomon.wordpress.com/files/2008/03/er.jpg" title="er.jpg"><img src="http://nomon.wordpress.com/files/2008/03/er.jpg" alt="er.jpg" align="right" hspace="1" width="160" /></a> Dagens serier ställer också större krav på tittarens slutledningsförmåga. Om någonting var det minsta oklart i en scen i en 70-talsserie dröjde det inte många sekunder innan någon karaktär ingående förklarar vad som händer för sin kollega, ”As you know, Bob, …”, så att vi tittare inte ska tappa bort oss. Hur mycket av dessa övertydliga förklaringar som försvunnit märker man om man jämför en scen i en 70-talsserie som <i>Emergency! (Larmet går)</i> med en scen i <i>ER</i>: båda är medicinska draman men i den äldre serien hålls en tempoförstörande medicinsk föreläsning för att vi ska hänga med i den medicinska rappakaljan; i <i>ER</i> sprutar facktermerna våldsammare än patienternas blod, men det gör inget: har man följt <i>ER</i> några år förstår man åtminstone hälften av termerna, gör man det inte så blir scenen inte sämre av det, man undgår knappast att något dramatiskt pågår.</p>
<p>Ytterligare en aspekt som komplicerats är att man som tittare inte bara förväntas fundera ut vad som kan komma att hända härnäst, i nästa scen eller nästa avsnitt -- vad ska Sue Ellen säga när hon får höra talas om J.R:s otrohet? Numera krävs det ofta att man lägger hjärnan i djupa veck för att förstå vad som faktiskt händer <i>just nu</i> i scenen. <i>West Wing</i> är typexemplet på detta: här kan en dialog helt plötsligt referera till okända namn och händelser som vi ännu inte stött på (”Vad yrar de om?”), men som snart -- i detta avsnitt eller tio avsnitt fram i tiden -- kommer att få betydelse. Detta är ingen serie för slötittare.</p>
<p><a href="http://nomon.wordpress.com/files/2008/03/24s1.jpg" title="24s1.jpg"><img src="http://nomon.wordpress.com/files/2008/03/24s1.jpg" alt="24s1.jpg" align="left" width="160" /></a> Karaktärerna och framförallt deras relationer till varandra har också blivit mer komplicerade. Jämför nätet av relationer i <i>Dallas</i>, som ändå inte var överdrivet förenklat, med t ex <i>Sopranos</i> eller realtidsdramat <i>24</i>. Johnson hjälper till med dessa jämförelser genom att rita upp grafer som beskriver relationerna mellan olika seriers dramatis personæ. Dallas-diagrammets glesa streck ser nästan barnsligt enkelt när det placeras intill <i>24</i>:s plockepinnliknande spindelnät av relationer.</p>
<p><a href="http://nomon.wordpress.com/files/2008/03/seinfelds4.jpg" title="seinfelds4.jpg"><img src="http://nomon.wordpress.com/files/2008/03/seinfelds4.jpg" alt="seinfelds4.jpg" align="right" hspace="1" width="160" /></a> Dessutom har serierna blivit mer mångbottnade. Den tekniska utveckling som gjort att vi kan se ett avsnitt om och om igen, med hjälp av repriser, video, DVD eller dator, ställer större krav på avsnittens återanvändbarhet. Ett <i>Seinfeld-</i> eller <i>Simpson</i>-avsnitt ska tålas att ses om och om igen, vilket många av dem också tål. Det finns till och med <i>Seinfeld</i>-avsnitt som måste ses två, tre gånger för att man ska kunna tillgodogöra sig allt det roliga som finns gömt i detaljer och tvetydiga referenser. Filmer har inte hängt med i samma grad, de har helt enkelt inte tillräckligt med tid på sig att komplicera eller fördjupa saker och ting på samma sätt som en TV-serie.</p>
<p>Nästa kategori ”skadliga” fritidsaktiviteter som Johnson tar upp är spel: brädspel, rollspel och framförallt datorspel. Särskilt de sistnämnda anses av många proffstyckare zombifiera dagens ungdom till dräglande, avtrubbade halvidioter. Johnson håller inte med. Han lyfter tvärtom fram de många goda effekterna av som spelandet ger. Att personer som har spelat mycket TV- eller datorspel får bättre reflexer och öga-hand-koordination är idag inte kontroversiellt; NASA har fått lov att göra sina inträdesprov betydligt svårare eftersom de flesta av deras sökande numera har vuxit upp med en spelkontroll i handen.</p>
<p><a href="http://nomon.wordpress.com/files/2008/03/gta_sa.jpg" title="gta_sa.jpg"><img src="http://nomon.wordpress.com/files/2008/03/gta_sa.jpg" alt="gta_sa.jpg" align="left" width="160" /></a>Johnson pekar dessutom på flera undersökningar som visar att problemlösningförmågan har förbättrats markant den senaste generationen. Alla som spelat sig igenom ett <i>Legend of Zelda</i>-spel, stadsimulationen <i>SimCity</i> eller något av de kontroversiella spelen i <i>Grand Theft Auto</i>-serien vet att man inte skulle klara av det utan att gnugga sina geniknölar ordentligt. (Ja, GTA-spelen är våldsamma, moraliskt tveksamma spel, men också briljant väldesignade spel.) Om inte annat så förstår man det när man ser "lösningen" (<i>walk-through</i> på engelska) till spelet <i>Grand Theft Auto III</i>: den omfattar drygt 160 A4-sidor.</p>
<p><a href="http://nomon.wordpress.com/files/2008/03/asl.gif" title="asl.gif"><img src="http://nomon.wordpress.com/files/2008/03/asl.gif" alt="asl.gif" align="right" hspace="1" /></a> Brädspel och rollspel anstränger också hjärnan: den regelmassa och den procedurella komplexitet man tvingas bemästra i många konflikt- och rollspel går långt utöver vad de flesta personer behöver klara av för att kunna utföra sitt arbete. Nedan följer en regelklausul och ett "förklarande" exempel ur ett konfliktspel jag tampades med under tonåren, <i>Advanced Squad Leader</i>:</p>
<blockquote><p><b>9.31</b> The wall/hedge TEM is not cumulative with positive TEM of other terrain in that hex, although it is cumulative with LOS Hindrances and SMOKE. A target unit claiming WA (9.32) does not receive in-hex TEM <i>[EXC: Runway (7.3); Air Bursts (9.34)]</i>, but receives wall/hedge TEM if applicable <i>[EXC: it may elect instead to receive appropriate TEM for Emplacement or for a friendly AFV with which it shares WA (D9.3)]</i>. A target unit not claiming WA receives only in-hex TEM, but may instead use wall/hex TEM vs enemy units which do not have WA over the hexside. In any case the wall/hedge TEM applies only as per 9.3.</p>
<p><b>2.33</b> EXAMPLE: A CE moving PzKpfw VIE in 1L1 with VCA K1-K2 spends 1/2 MP (shown in red) to enter K1 along the road, and therein spends one MP to change its VCA from J0-J1 to J1-K2. It then moves into K2 using VBM along hexside K2-J1 at a  most of two more MP. Its CAFP is K2-J1-J2. It may now spend one MP to change its VCA, plus two MP to continue VBM in K2 along the K2-J2 hexside, to reach its new CAFP K2-K3-J2 at a total cost of 61/2 MP; or it may leave the K2-J2-J1 CAFP become BU and enter the building in J2 at a cost of half its MP allotment (shown in yellow) and a Bog Check (8.21) with a +5 DRM, at a total cost of 91/2 MP; or it may spend one MP to change its VCA to J2-J1, which will allow it to Bypass into J2 for another two MP to reach CAFP J2-J1-I2 (shown in blue) at a total cost of 61/2 MP; or it may Stop, Start in Reverse, and use Reverse Movement into K1 for a total of 91/2 MP. It cannot attempt VBM in J2 along the J2-K2 hexside because that hexside is too close to the building depiction in J2 (2.3), nor can it use Bypass in J1 because J1 is not a woods/building hex.</p></blockquote>
<p><a href="http://nomon.wordpress.com/files/2008/03/playershandbook.jpg" title="playershandbook.jpg"><img src="http://nomon.wordpress.com/files/2008/03/playershandbook.jpg" alt="playershandbook.jpg" align="left" width="160" /></a>De kompletta reglerna till detta spel sträcker sig över flera hundra sidor fyllda med liknande gallimatias. Jag förstår knappt ett ord idag, men då, när man var "inne" i det, var det inga problem. Samma komplexitet återfinns i de flesta rollspel (<i>Advanced Dungeons &#38; Dragons, GURPS, Call of Cthulhu</i>, etc).</p>
<p>Men, invänder skeptikern, det här ju totalt värdelös kunskap. Ja, dess värde minskar drastiskt när man inte längre spelar spelet, men det värde som aldrig går förlorat är att man genom att bemästra dessa komplexa regler och system har övat upp den viktigaste kunskapen av dem alla: man har lärt att lära. Zombifieringen som kritikern ser hos dataspelaren är fokusering, ren koncentration. Alltså: fortsätt se på bra TV-serier utan att få dåligt samvete, låt dina barn spela TV-spel och spela dem själv.</p>
<p>Dessutom: glöm inte bort att läsa en bra bok då och då.</p>
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