passa ai contenuti
Everything bad is good for you : how today's popular culture is actually making us smarter Anteprima di questo documento
ChiudiAnteprima di questo documento
Stiamo controllando…

Everything bad is good for you : how today's popular culture is actually making us smarter

Autore: Steven Johnson
Editore: New York: Riverhead Books, 2005.
Edizione/Formato:   Libro : EnglishVedi tutte le edizioni e i formati
Banca dati:WorldCat
Sommario:
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  Per saperne di più…
Voto:

basato su 1 voto(i) 1 con un commento

Soggetti
Altri come questo

 

Trova una copia online

Collegamenti a questo documento

Trova una copia in biblioteca

&AllPage.SpinnerRetrieving; Stiamo ricercando le biblioteche che possiedono questo documento…

Dettagli

Informazioni aggiuntive sul formato: Online version:
Johnson, Steven, 1968-
Everything bad is good for you.
New York: Riverhead Books, 2005
(OCoLC)607610026
Online version:
Johnson, Steven, 1968-
Everything bad is good for you.
New York: Riverhead Books, 2005
(OCoLC)608121838
Tipo materiale: Risorsa internet
Tipo documento: Book, Internet Resource
Tutti gli autori / Collaboratori: Steven Johnson
ISBN: 1573223077 9781573223072
Numero OCLC: 57514882
Descrizione: xiv, 238 p. : ill. ; 22 cm.
Contenuti: Introduction : the sleeper curve --
Part one --
Part two --
Notes on further reading --
Notes --
Acknowledgments.
Responsabilità: Steven Johnson.
Maggiori informazioni:

Abstract:

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.

Commenti

Commenti degli utenti

Commenti utente WorldCat (1)

Thought-provoking, better than its title suggests

da mbelvadi (Utenti WorldCat. Pubblicazioni 2005-11-02) Eccellente Link permanente
I especially enjoyed the analysis of the complexity of plot threads in tv shows - like many viewers, I had been enjoying these shows without ever noticing consciously the changes to the way the best shows were structured, both within the episodes and over the seasons. It has changed the way I watch TV.I...
Per saperne di più…  Per saperne di più…
  • 1 di 1 questo commento è stato giudicato utile. Ti è servito? 
  •   
Recuperando commenti GoodReads…
Stiamo recuperando commenti DOGObooks

Etichette

Le etichette di tutti gli utenti (2)

Vedi le etichette più popolari come: lista di etichette | nuvola di etichette

Documenti simili

Soggetti correlati:(7)

Liste di utenti con questo documento (14)

Conferma questa richiesta

Potresti aver già richiesto questo documento. Seleziona OK se si vuole procedere comunque con questa richiesta.

Dati collegati


<http://www.worldcat.org/oclc/57514882>
library:oclcnum"57514882"
library:placeOfPublication
library:placeOfPublication
owl:sameAs<info:oclcnum/57514882>
rdf:typeschema:Book
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:about
schema:creator
schema:datePublished"2005"
schema:description"Introduction : the sleeper curve -- Part one -- Part two -- Notes on further reading -- Notes -- Acknowledgments."@en
schema:description"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."@en
schema:exampleOfWork<http://worldcat.org/entity/work/id/942690>
schema:inLanguage"en"
schema:name"Everything bad is good for you : how today's popular culture is actually making us smarter"@en
schema:numberOfPages"238"
schema:publisher
schema:url
schema:workExample

Content-negotiable representations

Chiudi finestra

Per favore entra in WorldCat 

Non hai un account? Puoi facilmente crearne uno gratuito.