Monday, December 3, 2007
And the Baseball Hall of Fame Veteran's Committee, perhaps sensing that this year's class of players might lack some spice and cognizant that people want to see someone inducted this summer, opened the doors for five former managers and executives, including former commissioner Bowie Kuhn and former Red Sox and A's manager Dick Williams (hope he wears a belt).
- Is Pavement's Steven Malkmus a free-associating poet of the obscure, or is he just an author of pretentiously awful lyrics?
- How can there be so many people in the world, and specifically in San Luis Obispo County, who don't know the fundamental rule of freeway driving: the only excuse for traveling the same speed as or slower than the traffic in the lane to your right is that the person immediately in front of you is preventing you from speeding up?
Johnson lays out his straightforward thesis on the very first page of Everything Bad: "popular culture has, on average, grown more complex and intellectually challenging over the past thirty years." He amusingly dubs this phenomenon the "Sleeper Curve," after the Woody Allen movie in which scientists of the future are shocked to learn that late-20th-century Earthlings didn't realize the nutritional value of steak, cream pies, and hot fudge. For Johnson, though, the products with hidden brainy goodness aren't foodstuffs but rather pop-culture media: video games, television, the Internet, and film, all of which are increasingly providing their consumers with "a kind of cognitive workout."
Among these media, Johnson devotes the most attention to video games. As seen in the PBS documentary, The Video Game Revolution, games boast a long and complex history, yet they've received relatively little critical attention. Moreover, much of that attention -- as well as the more casual criticisms from political and civic leaders -- has focused on games' violent content and its potential impact on young players. Johnson, however, argues that we need to analyze video games less for their content and more for the cognitive work they demand. Drawing on the work of James Paul Gee, Johnson examines how players explore gameworlds through "probing" (figuring out the game's rules and goals) and "telescoping" (managing a complex, nested collection of objectives). The rewards in such games -- from Zelda and Myst to The Sims and Grand Theft Auto -- lie not in their stories but in the act of gameplay itself. As Johnson puts it, "It's not what you're thinking about when you're playing a game, it's the way you're thinking that matters." And that way of thinking, he argues, provides "mental exercise" with valuable benefits in "attention, memory, following threads, ... perceiving relationships, determining priorities ... [and] participatory thinking and analysis."
It's a compelling argument, to be sure, though it's not without flaws. Johnson basically brackets the "violent games" debate until the last few pages of his book, and while other experts like MIT's Henry Jenkins have persuasively rebutted some of the content-based critiques, Johnson prefers to return to his claim that games' "method" shapes their players more than their content does. In addition, my students felt that Johnson downplayed games' addictiveness and intensity of experience. Particularly in MMORPGs like World of Warcraft and EVE Online, players can become utterly consumed by these virtual worlds, sometimes with serious "real world" consequences.
But here I need to turn the discussion over to you, because I'm not a gamer (though don't tell the kids, but we're getting a Wii for Christmas). For those of you who do play video games, does Johnson's analysis ring true? More generally, why do you enjoy gaming -- the games' content, the gameplay experience, the virtual community of other gamers? For those who don't play games, why don't you?
Sunday, December 2, 2007
"Lions for Lambs" (Opened Nov. 9)
This contemporary political drams was directed by and stars Robert Redford
The Chicago Sting of the North American Soccer League played many of their home games at Soldier Field
Soldier Field has been the home field of the Chicago Bears since 1971 and on game days from 1982-92 the home team sidelines were patrolled by…Mike Ditka
"Walk Hard" (Opens Dec. 21)
This mock bio of a rock legend was co-written by Jake Kasdan
As a child, Kasdan appeared briefly in his dad Lawrence’s film, "The Big Chill" (1983)
The main characters in "The Big Chill" all met at the
University of Michigan alum Jim Harbaugh was the Bears first-round pick in 1987 and though he had some successes as a Bear, is perhaps best remembered for throwing an interception that led to the firing of…Mike Ditka
"There Will Be Blood" (Release date TBD)
This story of oil corruption in the ’20s was written and directed by Paul Thomas Anderson
Sandler more typically was in the remake of "The Longest Yard," which also featured wrestler "Stone Cold" Steve Austin
McMichael was previously married to former Bears defensive tackle Steve "Mongo" McMichael, a longtime starter on the defensive line for the Bears teams led by…Mike Ditka