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Why games are good for you
Steven Johnson writes about science and culture. His book
Interface Cul- ture: How New Technology Transforms the Way
We Create and Communi- cate (1997) is considered one of the
most important early texts to explain the impact of
cybertechnology on human perception and communication, a
subject to which he frequently returns. Johnson became more
widely known with the publication of his best-selling book
Everything Bad Is Good for You: How Today’s Popular Culture
Is Actually Making Us Smarter (2005), in which he defends the
value of computer games, among other popular “time-wasting”
pastimes. This reading is excerpted from Everything Bad Is
Good for You. You will immediately grasp Johnson’s interest in
sailing against the current of popular opinion. In response to
those who claim the sky is falling, Johnson argues that “the
weather has never been better. It just takes a new kind of
barometer to tell the difference.”
The pages that follow are Johnson’s barometer. As you read his
analy- sis of pop culture pastimes, consider the games you
found most absorbing as a child. Do you agree with Johnson
about the kinds of skills those games taught you? What about
the time you spend today on technological recre- ation—are you
wasting time or getting smarter? Because Johnson is writ- ing
for a general audience, he does not use scholarly citations, but
he does refer explicitly to the ideas of others in his main text
and detailed notes. As you read, notice the many kinds of
experts he refers to, and how he deploys their ideas to serve his
larger purpose.
Leisure studies — which focuses on the ways we spend our free
time—is a rich area of research. The question driving Johnson’s
analysis here about the purposes games serve is part of this
ongoing conversation. What “work” does our play accomplish?
Johnson has answers that may surprise you.
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482 CHAPTER 13 MEdiA STudiES
You can’t get much more conventional than the conventional
wisdom 1 that kids today would be better off spending more
time reading books, and less time zoning out in front of their
video games. The latest edition of Dr. Spock — “revised and
fully expanded for a new century” as the cover reports — has
this to say of video games: “The best that can be said of
them is that they may help promote eye-hand coordination in
children. The worst that can be said is that they sanction, and
even promote aggression and violent responses to conflict. But
what can be said with much greater certainty is this: most
computer games are a colossal waste of time.” But where
reading is concerned, the advice is quite different: “I suggest
you begin to foster in your children a love of reading and the
printed word from the start. . . . What is important is that your
child be an avid reader.”1 In the middle of 2004, the National
Endowment for the Arts released 2 a study that showed that
reading for pleasure had declined steadily among all major
American demographic groups. The writer Andrew Solomon
analyzed the consequences of this shift: “People who read for
pleasure are many times more likely than those who don’t to
visit museums and attend musical performances, almost three
times as likely to perform volunteer and charity work, and
almost twice as likely to attend sporting events. Readers, in
other words, are active, while nonreaders—more than half the
population—have settled into apathy. There is a basic social
divide between those for whom life is an accrual of fresh
experience and knowl- edge, and those for whom maturity is a
process of mental atrophy. The shift toward the latter category
is frightening.”2
The intellectual nourishment of reading books is so deeply
ingrained 3 in our assumptions that it’s hard to contemplate a
different viewpoint. But as [Marshall] McLuhan famously
observed, the problem with judging new cultural systems on
their own terms is that the presence of the recent past inevitably
colors your vision of the emerging form, highlighting the flaws
and imperfections. Games have historically suffered from this
syndrome, largely because they have been contrasted with the
older conventions of reading. To get around these prejudices,
try this thought experiment. Imagine an alternate world
identical to ours save one techno-historical change: video games
were invented and popularized before books. In this parallel
universe, kids have been playing games for centuries—and then
1 Benjamin Spock and Steven J. Parker, Dr. Spock’s Baby and
Child Care (New York: Pocket Books, 1998), p. 625.
2 Andrew Solomon, “The Closing of the American Book,” The
New York Times, July 10, 2004. Solomon is a thoughtful and
eloquent writer, but this essay by him contains a string of
bizarre assertions, none of them supported by facts or common
sense. Consider this passage: “My last book was about
depression, and the question I am most frequently asked is why
depression is on the rise. I talk about the loneliness that comes
of spending the day with a TV or a computer or video screen.
Conversely, literary reading is an entry into dialogue; a book
can be a friend, talking not at you, but to you.” Begin with the
fact that most video games contain genuine dialogue, where
your character must interact with other onscreen characters, in
contrast to books, in which the “dialogue” between
JoHnSon WHy gAMES ARE good foR you 483
these page-bound texts come along and suddenly they’re all the
rage. What would the teachers, and the parents, and the cultural
authorities have to say about this frenzy of reading? I suspect it
would sound something like this:
Reading books chronically understimulates the senses. Unlike
the long- standing tradition of gameplaying — which engages
the child in a vivid, three-dimensional world filled with moving
images and musical soundscapes, navigated and controlled with
complex muscular movements — books are simply a barren
string of words on the page. Only a small portion of the brain
devoted to processing written language is activated during
reading, while games engage the full range of the sensory and
motor cortices.
Books are also tragically isolating. While games have for many
years engaged the young in complex social relationships with
their peers, building and exploring worlds together, books force
the child to sequester him- or herself in a quiet space, shut off
from interaction with other children. These new “libraries” that
have arisen in recent years to facilitate reading activities are a
frightening sight: dozens of young children, normally so
vivacious and socially interactive, sitting alone in cubicles,
reading silently, oblivious to their peers.
Many children enjoy reading books, of course, and no doubt
some of the flights of fancy conveyed by reading have their
escapist merits. But for a sizable percentage of the population,
books are downright discriminatory. The reading craze of recent
years cruelly taunts the 10 million Americans who suffer from
dyslexia — a condition that didn’t even exist as a condition
until printed text came along to stigmatize its sufferers.
But perhaps the most dangerous property of these books is the
fact that they follow a fixed linear path. You can’t control
their narratives in any fashion — you simply sit back and have
the story dictated to you. For those of us raised on interactive
narratives, this property may seem astonishing. Why would
anyone want to embark on an adventure utterly choreographed
by another person? But today’s generation embarks on such
adventures millions of times a day. This risks instilling a
general passivity in our children, making them feel as though
they’re powerless to change their circumstances. Reading is not
an active, participatory process; it’s a submissive one. The book
readers of the younger generation are learning to “follow the
plot” instead of learning to lead.
It should probably go without saying, but it probably goes better
with 4 saying, that I don’t agree with this argument. But neither
is it exactly right to say that its contentions are untrue. The
argument relies on a kind of amplified selectivity: it
foregrounds certain isolated properties of books,
reader and text is purely metaphorical. When you factor in the
reality that most games are played in social contexts—together
with friends in shared physical space, or over network
connections—you get the sense that Solomon hasn’t spent any
time with the game form he lambastes. So that by the time he
asserts, “Reading is harder than watch- ing television or playing
video games,” you have to ask: Which video game, exactly, is
he talking about? Certainly, reading Ulysses is harder than
playing PacMan, but is reading Stephen King harder than
playing Zelda or SimCity? Hardly.
484 CHAPTER 13 MEdiA STudiES
and then projects worst-case scenarios based on these properties
and their potential effects on the “younger generation.” But it
doesn’t bring up any of the clear benefits of reading: the
complexity of argument and storytell- ing offered by the book
form; the stretching of the imagination triggered by reading
words on a page; the shared experience you get when everyone
is reading the same story.
A comparable sleight of hand is at work anytime you hear
someone 5 bemoaning today’s video game obsessions and their
stupefying effects on tomorrow’s generations. Games are not
novels, and the ways in which they harbor novelistic aspirations
are invariably the least interesting thing about them. You can
judge games by the criteria designed to evaluate nov- els: Are
the characters believable? Is the dialogue complex? But
inevitably, the games will come up wanting. Games are good at
novelistic storytelling the way Michael Jordan was good at
playing baseball. Both could probably make a living at it, but
their world-class talents lie elsewhere.
Before we get to those talents, let me say a few words about the
vir- 6 tues of reading books. For the record, I think those
virtues are immense ones—and not just because I make a living
writing books. We should all encourage our kids to read more,
to develop a comfort with and an appetite for reading. But even
the most avid reader in this culture is invariably going to spend
his or her time with other media—with games, television, mov-
ies, or the Internet. And these other forms of culture have
intellectual or cognitive virtues in their own right—different
from, but comparable to, the rewards of reading.
What are the rewards of reading, exactly? Broadly speaking,
they 7 fall into two categories: the information conveyed by the
book, and the mental work you have to do to process and store
that information. Think of this as the difference between
acquiring information and exercising the mind. When we
encourage kids to read for pleasure, we’re generally doing so
because of the mental exercise involved. In Andrew Solomon’s
words: “[Reading] requires effort, concentration, attention. In
exchange, it offers the stimulus to and the fruit of thought and
feeling.” Spock says: “Unlike most amusements, reading is an
activity requiring active partici- pation. We must do the reading
ourselves — actively scan the letters, make sense of the words,
and follow the thread of the story.” Most tributes to the mental
benefits of reading also invoke the power of imagination;
reading books forces you to concoct entire worlds in your head,
rather than sim- ply ingest a series of prepackaged images. And
then there is the slightly circular—though undoubtedly true—
argument for the long-term career benefits: being an avid reader
is good for you because the educational sys- tem and the job
market put a high premium on reading skills.
To summarize, the cognitive benefits of reading involve these
facul- 8 ties: effort, concentration, attention, the ability to make
sense of words, to follow narrative threads, to sculpt imagined
worlds out of mere sentences on the page. Those benefits are
themselves amplified by the fact that soci- ety places a
substantial emphasis on precisely this set of skills.
JoHnSon WHy gAMES ARE good foR you 485
The very fact that I am presenting this argument to you in the
form 9 of a book and not a television drama or a video game
should make it clear that I believe the printed word remains the
most powerful vehicle for con- veying complicated
information—though the electronic word is starting to give
printed books a run for their money. The argument that follows
is centered squarely on the side of mental exercise—and not
content. I aim to persuade you of two things:
1. By almost all the standards we use to measure reading’s
cognitive benefits — attention, memory, following threads, and
so on — the nonlit- erary popular culture has been steadily
growing more challenging over the past thirty years.
2. Increasingly, the nonliterary popular culture is honing
different mental skills that are just as important as the ones
exercised by reading books. Despite the warnings of Dr.
Spock, the most powerful examples of both 10
these trends are found in the world of video games. Over the
past few years, you may have noticed the appearance of a
certain type of story about gam- ing culture in mainstream
newspapers and periodicals. The message of that story
ultimately reduces down to: Playing video games may not
actually be
a complete waste of time. Invariably these stories point to some
new study focused on a minor side effect of gameplaying—often
manual dexterity or visual memory—and explain that heavy
gamers show improved skills compared to non-gamers.3 (The
other common let’s-take-games-seriously
3I don’t dwell on the manual dexterity question here, but it’s
worth noting how the control systems for these games have
grown strikingly more complex over the past decade or so.
Compare the original Legend of Zelda (July 1987), on the
original NES, to the current Zelda, on the GameCube (March
2003). In sixteen years, games have changed as follows:
Then Controller 4 direction buttons 2 action buttons Each
button has a single function.
Perspective
Static overhead view You always have complete vision. The
game is “flat” (two-dimensional).
Gameplay
Movement is in one of four directions. Fighting: 2 buttons
Objects: Press a single button.
Now Controller 2 joysticks + 4 direction buttons 7 action
buttons Each combo of buttons has a unique
function. Perspective Dynamic player-controlled “camera”
view Your vision is limited. You must control it. The game is
“virtual” (three-dimensional).
Gameplay
Movement is in any direction, including up and
down. Fighting: More than 10 different button combos.
Requires accurate timing and coordination.
Objects: Assign a button, learn unique con- trols to use each
object. Requires timing, training.
486 CHAPTER 13 MEdiA STudiES
story is financial, usually pointing to the fact that the gaming
industry now pulls in more money than Hollywood.)
Now, I have no doubt that playing today’s games does in fact
improve 11 your visual intelligence and your manual dexterity,
but the virtues of gaming run far deeper than hand-eye
coordination. When I read these ostensi- bly positive accounts
of video games, they strike me as the equivalent of writing a
story about the merits of the great novels and focusing on how
reading them can improve your spelling. It’s true enough, I
suppose, but it doesn’t do justice to the rich, textured
experience of novel reading. There’s a comparable blindness at
work in the way games have been covered to date. For all the
discussion of gaming culture that you see, the actual
experience of playing games has been strangely
misrepresented. We hear a lot about the content of games: the
carnage and drive-by killings and adolescent fan- tasies. But we
rarely hear accurate descriptions about what it actually feels
like to spend time in these virtual worlds. I worry about the
experiential gap between people who have immersed themselves
in games, and people who have only heard secondhand reports,
because the gap makes it difficult to discuss the meaning of
games in a coherent way. It reminds me of the way the social
critic Jane Jacobs felt about the thriving urban neighborhoods
she documented in the sixties: “People who know well such
animated city streets will know how it is. People who do not
will always have it a little wrong in their heads — like the old
prints of rhinoceroses made from travel- ers’ descriptions of the
rhinoceroses.”
So what does the rhinoceros actually look like?4 The first and
last thing 12 that should be said about the experience of playing
today’s video games, the thing you almost never hear in the
mainstream coverage, is that games are fiendishly, sometimes
maddeningly, hard.
The dirty little secret of gaming is how much time you spend
not 13 having fun. You may be frustrated; you may be confused
or disoriented;
4Henry Jenkins has painted perhaps the most accurate picture of
the rhinoceros of pop culture over the past decade: “Often, our
response to popular culture is shaped by a hunger for simple
answers and quick actions. It is important to take the time to
understand the complexity of contemporary culture. We need to
learn how to be safe, critical, and creative users of media. We
need to evaluate the information and entertain- ment we
consume. We need to understand the emotional investments we
make in media content. And perhaps most importantly, we need
to learn not to treat differences in taste as mental pathologies or
social problems. We need to think, talk, and listen. When we
tell students that popular culture has no place in classroom
discussions, we are signal- ing to them that what they learn in
school has little to do with the things that matter to them at
home. When we avoid discussing popular culture at the dinner
table, we may be suggesting we have no interest in things that
are important to our children. When we tell our parents that
they wouldn’t understand our music or our fashion choices, we
are cutting them off from an important part of who we are and
what we value. We do not need to share each other’s passions.
But we do need to respect and understand them.” “Encouraging
Conversations About Popular Culture and Media Convergence:
An Out- reach Program for Parents, Students, and Teachers,
March–May 2000.” http://web.mit
.edu/21fms/www/faculty/henry3/resourceguide.html.
JoHnSon WHy gAMES ARE good foR you 487
you may be stuck. When you put the game down and move back
into the real world, you may find yourself mentally working
through the problem you’ve been wrestling with, as though you
were worrying a loose tooth. If this is mindless escapism, it’s a
strangely masochistic version. Who wants to escape to a world
that irritates you 90 percent of the time?
Consider the story of Troy Stolle, a construction site worker
from Indi- 14 anapolis profiled by the technology critic Julian
Dibbell. When he’s not performing his day job as a carpenter
building wooden molds, Stolle lives in the virtual world of
Ultima Online, the fantasy-themed game that allows you to
create a character—sometimes called an avatar—and interact
with thousands of other avatars controlled by other humans,
connected to the game over the Net. (Imagine a version of
Dungeons & Dragons where you’re playing with thousands of
strangers from all over the world, and you’ll get the idea.)
Ultima and related games like EverQuest have famously
developed vibrant simulated economies that have begun to leak
out into the real world. You can buy a magic sword or a plot of
land — entirely made
of digital code, mind you—for hundreds of dollars on eBay. But
earning these goods the old-fashioned within-the-gameworld
way takes time—a lot of time. Dibbell describes the ordeal
Stolle had to go through to have his avatar, named Nils Hansen,
purchase a new house in the Ultima world:
Stolle had had to come up with the money for the deed. To get
the money, he had to sell his old house. To get that house in the
first place, he had to spend hours crafting virtual swords and
plate mail to sell to a steady clientele of about three dozen
fellow players. To attract and keep that clientele, he had to
bring Nils Hansen’s blacksmithing skills up to Grandmaster. To
reach that level, Stolle spent six months doing nothing but
smithing: He clicked on hill- sides to mine ore, headed to a
forge to click the ore into ingots, clicked again to turn the
ingots into weapons and armor, and then headed back to the
hills to start all over again, each time raising Nils’ skill level
some tiny fraction of a percentage point, inching him closer to
the distant goal of 100 points and the illustrious title of
Grandmaster Blacksmith.
Take a moment now to pause, step back, and consider just what
was going on here: Every day, month after month, a man was
coming home from a full day of bone-jarringly repetitive work
with hammer and nails to put in a full night of finger-numbingly
repetitive work with “hammer” and “anvil” — and paying $9.95
per month for the privilege. Ask Stolle to make sense of this,
and he has a ready answer: “Well, it’s not work if you enjoy it.”
Which, of course, begs the question: Why would anyone enjoy
it?5
Why? Anyone who has spent more than a few hours trying to
complete 15 a game knows the feeling: You get to a point where
there’s a sequence of tasks you know you have to complete to
proceed further into the world, but the tasks themselves are
more like chores than entertainment, some- thing you have to
do, not something you want to do: building roads and laying
power lines, retreating through a tunnel sequence to find an
object
5 Julian Dibbell, “The Unreal-Estate Boom,” Wired, January
2003.
488 CHAPTER 13 MEdiA STudiES
you’ve left behind, conversing with characters when you’ve
already memo- rized their lines. And yet a large part of the
population performing these tasks every day is composed of
precisely the demographic group most averse to doing chores. If
you practically have to lock kids in their room to get them to do
their math homework, and threaten to ground them to get them
to take out the trash, then why are they willing to spend six
months smithing in Ultima? You’ll often hear video games
included on the list of the debased instant gratifications that
abound in our culture, right up there with raunchy music videos
and fast food. But compared to most forms of popular
entertainment, games turn out to be all about delayed
gratification — sometimes so long delayed that you wonder if
the gratifica- tion is ever going to show.
The clearest measure of the cognitive challenges posed by
modern 16 games is the sheer size of the cottage industry
devoted to publishing game guides, sometimes called walk-
throughs, that give you detailed, step-by-step explanations of
how to complete the game that is currently torturing you.
During my twenties, I’d wager that I spent somewhere
shockingly close to a thousand dollars buying assorted cheat
sheets, maps, help books, and phone support to assist my
usually futile attempt
to complete a video game. My relationship to these reference
texts is inti- mately bound up with my memory of each game, so
that the Myst sequel Riven brings to mind those hours on the
automated phone support line, listening to a recorded voice
explain that the lever has to be rotated 270 degrees before the
blue pipe will connect with the transom, while the play- ful
Banjo-Kazooie conjures up a cheery atlas of vibrant level maps,
like a child’s book where the story has been replaced with linear
instruction sets: jump twice on the mushroom, then grab the
gold medallion in the moat. Admitting just how much money I
spent on these guides sounds like a cry for help, I know, but the
great, looming racks of these game guides at most software
stores are clear evidence that I am not alone in this habit. The
guidebook for the controversial hit game Grand Theft Auto
alone has sold more than 1.6 million copies.
Think about the existence of these guides in the context of other
forms 17 of popular entertainment. There are plenty of
supplementary texts that accompany Hollywood movies or
Billboard chart-toppers: celebrity pro- files, lyrics sheets,
reviews, fan sites, commentary tracks on DVDs. These texts can
widen your understanding of a film or an album, but you’ll
almost never find yourself needing one. People don’t walk into
theaters with guide- books that they consult via flashlight
during the film. But they regularly rely on these guides when
playing a game. The closest cultural form to the game guide is
the august tradition of CliffsNotes marketed as read- ers’
supplements to the Great Books. There’s nothing puzzling about
the existence of CliffsNotes: we accept both the fact that the
Great Books are complicated, and the fact that millions of
young people are forced more or less against their will to at
least pretend to read them. Ergo: a thriving market for
CliffsNotes. Game guides, however, confound our expectations:
JoHnSon WHy gAMES ARE good foR you 489
because we’re not used to accepting the complexity of gaming
culture, and because nobody’s forcing the kids to master these
games.
The need for such guides is a relatively new development: You
didn’t 18 need ten pages to explain the PacMan system, but two
hundred pages barely does justice to an expanding universe like
EverQuest or Ultima. You need them because the complexity of
these worlds can be overwhelming: You’re stuck in the middle
of a level, with all the various exits locked and no sign of a key.
Or the password for the control room you thought you found
two hours ago turns out not to work. Or the worst case: You’re
wander- ing aimlessly through hallways, like those famous
tracking shots from The Shining, and you’ve got no real idea
what you’re supposed to be doing next.
This aimlessness, of course, is the price of interactivity. You’re
more 19 in control of the narrative now, but your supply of
information about the narrative — whom you should talk to
next, where that mysterious package has been hidden — is only
partial, and so playing one of these games is ulti- mately all
about filling in that information gap. When it works, it can be
exhilarating, but when it doesn’t—well, that’s when you start
shelling out the fifteen bucks for the cheat sheet. And then you
find yourself hunched over the computer screen, help guide
splayed open on the desk, flipping back and forth between the
virtual world and the level maps, trying to find your way. After
a certain point—perhaps when the level maps don’t turn out to
be all that helpful, or perhaps when you find yourself reading
the help guides over dinner—you start saying to yourself:
Remind me why this is fun?
So why does anyone bother playing these things? Why do we
use the 20 word “play” to describe this torture? I’m always
amazed to see what our brains are willing to tolerate to reach
the next level in these games. Sev- eral years ago I found
myself on a family vacation with my seven-year-old nephew,
and on one rainy day I decided to introduce him to the wonders
of SimCity 2000, the legendary city simulator that allows you to
play Robert Moses to a growing virtual metropolis. For most of
our session, I was con- trolling the game, pointing out
landmarks as I scrolled around my little town. I suspect I was a
somewhat condescending guide—treating the virtual world as
more of a model train layout than a complex system. But he was
picking up the game’s inner logic nonetheless. After about an
hour of tinkering, I was concentrating on trying to revive one
particularly rundown manufactur- ing district. As I
contemplated my options, my nephew piped up: “I think we
need to lower our industrial tax rates.” He said it as naturally,
and as confidently, as he might have said, “I think we need to
shoot the bad guy.”
The interesting question here for me is not whether games are,
on the 21 whole, more complex than most other cultural
experiences targeted at kids today — I think the answer to that
is an emphatic yes. The question is why kids are so eager to
soak up that much information when it is deliv- ered to them in
game form. My nephew would be asleep in five seconds
if you popped him down in an urban studies classroom, but
somehow an
490 CHAPTER 13 MEdiA STudiES
hour of playing SimCity taught him that high tax rates in
industrial areas can stifle development. That’s a powerful
learning experience, for reasons we’ll explore in the coming
pages. But let’s start with the more elemental question of
desire. Why does a seven-year-old soak up the intricacies of
industrial economics in game form, when the same subject
would send him screaming for the exits in a classroom?
The quick explanations of this mystery are not helpful. Some
might 22 say it’s the flashy graphics, but games have been
ensnaring our attention since the days of Pong, which was—
graphically speaking—a huge step backward compared with
television or movies, not to mention reality. Oth- ers would say
it’s the violence and sex, and yet games like SimCity—and
indeed most of the best-selling games of all time — have almost
no violence and sex in them. Some might argue that it’s the
interactivity that hooks, the engagement of building your own
narrative. But if active participa- tion alone functions as a drug
that entices the mind, then why isn’t the supremely passive
medium of television repellant to kids?
Why do games captivate? I believe the answer involves a deeper
prop- 23 erty that most games share—a property that will be
instantly familiar to anyone who has spent time in this world,
but one that is also strangely absent from most outside
descriptions. To appreciate this property you need to look at
game culture through the lens of neuroscience. There’s a logical
reason to use that lens, of course: If you’re trying to figure out
why cocaine is addictive, you need a working model of what
cocaine is, and you need a working model of how the brain
functions. The same goes for the question of why games are
such powerful attractors. Explaining that phenomenon without a
working model of the mind tells only half the story.
. . . Cultural critics like to speculate on the cognitive changes
induced 24 by new forms of media, but they rarely invoke the
insights of brain science and other empirical research in backing
up those claims. All too often, this has the effect of reducing
their arguments to mere superstition. If you’re trying to make
sense of a new cultural form’s effect on the way we view the
world, you need to be able to describe the cultural object in
some detail, and also demonstrate how that object transforms
the mind that is apprehending it. In some instances, you can
measure that transformation through traditional modes of
intelligence testing; in some cases, you can measure changes by
looking at brain activity directly, thanks to modern scanning
technology; and in cases where the empirical research hasn’t yet
been done, you can make informed speculation based on our
understand- ing of how the brain works.
To date, there has been very little direct research into the
question of 25 how games manage to get kids to learn without
realizing that they’re learn- ing. But a strong case can be made
that the power of games to captivate involves their ability to tap
into the brain’s natural reward circuitry. Because of its central
role in drug addiction, the reward circuits of the brain have
been extensively studied and mapped in recent years. Two
insights that have emerged from this study are pertinent to the
understanding of games. First, neuroscientists have drawn a
crucial distinction between the way the brain
JoHnSon WHy gAMES ARE good foR you 491
seeks out reward and the way it delivers pleasure. The body’s
natural pain- killers, the opioids, are the brain’s pure pleasure
drugs, while the reward system revolves around the
neurotransmitter dopamine interacting with specific receptors in
a part of the brain called the nucleus accumbens.
The dopamine system is a kind of accountant: keeping track of
26 expected rewards, and sending out an alert — in the form of
lowered dopa- mine levels—when those rewards don’t arrive as
promised. When the pack-a-day smoker deprives himself of his
morning cigarette; when the hotshot Wall Street trader doesn’t
get the bonus he was planning on; when the late-night snacker
opens the freezer to find someone’s pilfered all the Ben &
Jerry’s — the disappointment and craving these people
experience is triggered by lowered dopamine levels.
The neuroscientist Jaak Panksepp calls the dopamine system the
27 brain’s “seeking” circuitry, propelling us to seek out new
avenues for reward in our environment. Where our brain
wiring is concerned, the craving instinct triggers a desire to
explore. The system says, in effect: “Can’t find the reward you
were promised? Perhaps if you just look a little harder you’ll be
in luck — it’s got to be around here somewhere.”
How do these findings connect to games? Researchers have long
sus- 28 pected that geometric games like Tetris have such a
hypnotic hold over us (longtime Tetris players have vivid
dreams about the game) because the game’s elemental shapes
activate modules in our visual system that execute low-level
forms of pattern recognition—sensing parallel and per-
pendicular lines, for instance. These modules are churning away
in the background all the time, but the simplified graphics of
Tetris bring them front and center in our consciousness. I
believe that what Tetris does to our visual circuitry, most video
games do to the reward circuitry of the brain.
Real life is full of rewards, which is one reason why there are
now so 29 many forms of addiction. You can be rewarded by
love and social con- nection, financial success, drug abuse,
shopping, chocolate, and watching your favorite team win the
Super Bowl. But supermarkets and shopping malls aside, most
of life goes by without the potential rewards available
to you being clearly defined. You know you’d like that
promotion, but it’s a long way off, and right now you’ve got to
deal with getting this memo out the door. Real-life reward
usually hovers at the margins of day-to-day existence — except
for the more primal rewards of eating and making love, both of
which exceed video games in their addictiveness.
In the gameworld, reward is everywhere. The universe is
literally teem- 30 ing with objects that deliver very clearly
articulated rewards: more life, access to new levels, new
equipment, new spells. Game rewards are fractal; each scale
contains its own reward network, whether you’re just
learning to use the controller, or simply trying to solve a
puzzle to raise some extra cash, or attempting to complete the
game’s ultimate mission. Most of the crucial work in game
interface design revolves around keeping players noti- fied of
potential rewards available to them, and how much those
rewards are currently needed. Just as Tetris streamlines the
fuzzy world of visual
492 CHAPTER 13 MEdiA STudiES
reality to a core set of interacting shapes, most games offer a
fictional world where rewards are larger, and more vivid, more
clearly defined, than life.
This is true even of games that have been rightly celebrated for
their 31 open-endedness. SimCity is famous for not forcing the
player along a pre- ordained narrative line; you can build any
kind of community you want: small farming villages, vast
industrial Coketowns, high-centric edge cities
or pedestrian-friendly neighborhoods. But the game has a subtle
reward architecture that plays a major role in the game’s
addictiveness: the soft- ware withholds a trove of objects and
activities until you’ve reached cer- tain predefined levels, either
of population, money, or popularity. You can build pretty much
any kind of environment you want playing SimCity, but you
can’t build a baseball stadium until you have fifty thousand
residents. Similarly, Grand Theft Auto allows players to drive
aimlessly through a vast urban environment, creating their own
narratives as they explore the space. But for all that open-
endedness, the game still forces you to complete a series of pre-
defined missions before you are allowed to enter new areas of
the city. The very games that are supposed to be emblems of
unstructured user control turn out to dangle rewards at every
corner.
“Seeking” is the perfect word for the drive these designs instill
in their 32 players. You want to win the game, of course, and
perhaps you want to see the game’s narrative completed. In the
initial stages of play, you may just be dazzled by the game’s
graphics. But most of the time, when you’re hooked on a game,
what draws you in is an elemental form of desire: the desire to
see the next thing. You want to cross that bridge to see what the
east side of the city looks like, or try out that teleportation
module, or build an aquarium on the harbor. To someone who
has never felt that sort of compulsion, the underlying
motivation can seem a little strange: You want to build the
aquarium not, in the old mountaineering expression, because
it’s there, but rather because it’s not there, or not there yet. It’s
not there, but you know — because you’ve read the manual or
the game guide, or because the interface is flashing it in front
of your eyes — you know that if you just apply yourself, if
you spend a little more time cultivating new residents and
watching the annual budget, the aquarium will eventually be
yours to savor.
In a sense, neuroscience has offered up a prediction here, one
that 33 games obligingly confirm. If you create a system where
rewards are both clearly defined and achieved by exploring an
environment, you’ll find human brains drawn to those systems,
even if they’re made up of virtual characters and simulated
sidewalks. It’s not the subject mat- ter of these games that
attracts—if that were the case, you’d never see twenty-
somethings following absurd rescue-the-princess storylines like
the best-selling Zelda series on the Nintendo platform. It’s the
reward sys- tem that draws those players in, and keeps their
famously short attention spans locked on the screen. No other
form of entertainment offers that cocktail of reward and
exploration: We don’t “explore” movies or television
or music in anything but the most figurative sense of the word.
And while there are rewards to those other forms — music in
fact has been shown to
JoHnSon WHy gAMES ARE good foR you 493
trigger opioid release in the brain—they don’t come in the
exaggerated, tantalizing packaging that video games wrap
around them.
You might reasonably object at this point that I have merely
dem- 34 onstrated that video games are the digital equivalent of
crack cocaine. Crack also has a powerful hold over the human
brain, thanks in part to its manipulations of the dopamine
system. But that doesn’t make it a good thing. If games have
been unwittingly designed to lock into our brain’s reward
architecture, then what positive value are we getting out of that
intoxication? . . .
Here again, you have to shed your expectations about older
cultural 35 forms to make sense of the new. Game players are
not soaking up moral counsel, life lessons, or rich psychological
portraits. They are not having emotional experiences with their
Xbox, other than the occasional adrena- line rush. The
narratives they help create now rival pulp Hollywood fare,
which is an accomplishment when measured against the
narratives of Pac- Man and Pong, but it’s still setting the bar
pretty low. With the occasional exception, the actual content of
the game is often childish or gratuitously menacing—though,
again, not any more so than your average summer blockbuster.
Complex social and historical simulations like Age of Empires
or Civilization do dominate the game charts, and no doubt these
games do impart some useful information about ancient Rome
or the design of mass transit systems. But much of the roleplay
inside the gaming world alter- nates between drive-by shooting
and princess rescuing.
De-emphasizing the content of game culture shouldn’t be seen
as a 36 cop-out. We ignore the content of many activities that
are widely consid- ered to be good for the brain or the body. No
one complains about the simplistic, militaristic plot of chess
games. (“It always ends the same way!”) We teach algebra to
children knowing full well that the day they leave the
classroom, ninety-nine percent of those kids will never again
directly employ their algebraic skills. Learning algebra isn’t
about acquir- ing a specific tool; it’s about building up a mental
muscle that will come
in handy elsewhere. You don’t go to the gym because you’re
interested in learning how to operate a StairMaster; you go to
the gym because operat- ing a StairMaster does something
laudable to your body, the benefits of which you enjoy during
the many hours of the week when you’re not on a StairMaster.
So it is with games. It’s not what you’re thinking about when
you’re 37 playing a game, it’s the way you’re thinking that
matters. The distinction is not exclusive to games, of course.
Here’s John Dewey, in his book Experi- ence and Education:
“Perhaps the greatest of all pedagogical fallacies is the notion
that a person learns only that particular thing he is studying at
the time. Collateral learning in the way of formation of
enduring attitudes, of likes and dislikes, may be and often is
much more important than the spelling lesson or lesson in
geography or history that is learned. For these attitudes are
fundamentally what count in the future.”6
6John Dewey, Experience and Education (London: Collier,
1963), p. 48.
494 CHAPTER 13 MEdiA STudiES
This is precisely where we need to make our portrait of the
rhinoceros 38 as accurate as possible: defining the collateral
learning that goes beyond the explicit content of the experience.
Start with the basics: Far more than books or movies or music,
games force you to make decisions. Novels may activate our
imagination, and music may conjure up powerful emotions, but
games force you to decide, to choose, to prioritize. All the
intellectual benefits of gaming derive from this fundamental
virtue, because learn- ing how to think is ultimately about
learning to make the right decisions: weighing evidence,
analyzing situations, consulting your long-term goals, and then
deciding. No other pop cultural form directly engages the
brain’s decision-making apparatus in the same way. From the
outside, the primary activity of a gamer looks like a fury of
clicking and shooting, which is why so much of the
conventional wisdom about games focuses on hand-eye
coordination. But if you peer inside the gamer’s mind, the
primary activ- ity turns out to be another creature altogether:
making decisions, some of them snap judgments, some long-
term strategies.
nnn
Reading as a Writer: analyzing Rhetorical Choices
1. Why do you think Johnson opens with the debate that pits the
playing of video games against the practice of reading? Where
exactly does he dive in with his own perspective on debate?
What is the “sleight of hand” he refers to in para- graph 5? How
do his examples in the following paragraphs complicate this
sim- plistic debate about the relative virtues of video games and
reading? What are your thoughts on this debate?
2. Johnson has a very distinctive voice on the page, and often
addresses the reader as “you”—practice that is unconventional
in researched writing. Locate at least three sentences in which
you think Johnson’s voice is particularly distinctive, and
discuss what happens in those sentences that captures your
attention. What insights (about tone, word choice, rhetorical
strategy) might you apply to your own writing?
Writing as a Reader: entering the Conversation of ideas
1. Johnson and S. Craig Watkins share an interest in paying
close attention to activities widely thought of as “time-wasters.”
They draw different con- clusions about what we can learn from
the ways people (especially young people) use online time and
video games. Compose an essay in which you use insights from
both authors to make a point about the positive and negative
aspects of online time and video games, using specific examples
to illustrate your points, as these authors do. What is the
significance of your findings?
2. Johnson argues that “everything bad is good for you”; Eric
Schlosser, on the other hand, argues almost the opposite in his
attack on advertising to “Kid Kustomers.” Using the strategies
these authors employ, write an essay in which you argue against
the prevailing opinion that some aspect of
Kid Kustomers
Eric Schlosser has won numerous awards for his exposé-style
journalism, which has appeared in The Atlantic, Rolling Stone,
Vanity Fair, The Nation, and The New Yorker, among other
magazines. He has published several best-selling books,
including Reefer Madness: Sex, Drugs, and Cheap Labor in the
American Black Market (2003) and, with Charles Wilson, Chew
on This: Everything You Don’t Want to Know About Fast Food
(2006), which introduces middle school readers to the history of
the fast-food industry and the agribusiness and animal-raising
practices that the industry fos- ters. Chew on This evolved from
Fast Food Nation: The Dark Side of the All- American Meal
(2001), from which this reading is taken. Fast Food Nation has
been assigned for campuswide reading at many universities, and
it inspired a 2006 film version, starring Greg Kinnear.
Schlosser’s expertise on America’s food industry has made him
a popular lecturer on and off campus. He also has addressed
Congress about the risk to the food supply from bioterrorism.
Schlosser’s interest in the fast-food industry extends to the
industry’s marketing campaigns and their focus on children, the
“kid kustomers” who are featured in this reading. Think back to
your own childhood encoun- ters with clever, kid-appealing
fast-food packaging. How did the toys, the packaging, and the
commercials affect your association with fast food? Do
Schlosser’s insights change your thinking about marketing
campaigns by fast-food restaurants? If so, how?
Like any good writer, Schlosser uses a number of specific
examples to persuade his readers. Keep track of the facts,
statistics, and examples he uses, and consider how you might
use similar strategies in your own writ- ing. While this reading
is just a small part of Schlosser’s book Fast Food Nation, in
these paragraphs he weaves together strands of an argument
about past and present attitudes toward fast food, the
intersection of din- ing and consumer culture, and the effects of
aggressive marketing to chil- dren. As a public intellectual,
Schlosser has helped ignite a conversation about what we eat,
and why, that is likely to continue for a long time. It’s a
conversation that could change the way you eat and the way you
spend money, as well as the way you think.
nnn
Twenty-five years ago, only a handful of American companies
directed their marketing at children—Disney, McDonald’s,
candy makers, toy makers, manufacturers of breakfast cereal.
Today children are being tar- geted by phone companies, oil
companies, and automobile companies, as well as clothing
stores and restaurant chains. The explosion in children’s
advertising occurred during the 1980s. Many working parents,
feeling guilty about spending less time with their kids, started
spending more money on them. One marketing expert has called
the 1980s “the decade of the child
519
1
520 CHAPTER 14 BusinEss
consumer.”1 After largely ignoring children for years, Madison
Avenue began to scrutinize and pursue them. Major ad agencies
now have chil- dren’s divisions, and a variety of marketing
firms focus solely on kids. These groups tend to have sweet-
sounding names: Small Talk, Kid Connection, Kid2Kid, the
Gepetto Group, Just Kids, Inc. At least three industry publica-
tions—Youth Market Alert, Selling to Kids, and Marketing to
Kids Report— cover the latest ad campaigns and market
research. The growth in chil- dren’s advertising has been driven
by efforts to increase not just current, but also future,
consumption. Hoping that nostalgic childhood memories of a
brand will lead to a lifetime of purchases, companies now plan
“cradle-to-grave” advertising strategies. They have come to
believe what Ray Kroc and Walt Disney realized long ago—a
person’s “brand loyalty” may begin as early as the age of two.2
Indeed, market research has found that children often recognize
a brand logo before they can recognize their own name.3
The discontinued Joe Camel ad campaign, which used a hip
cartoon 2 character to sell cigarettes, showed how easily
children can be influenced by the right corporate mascot. A
1991 study published in the Journal of the American Medical
Association found that nearly all of America’s six-year- olds
could identify Joe Camel, who was just as familiar to them as
Mickey Mouse.4 Another study found that one-third of the
cigarettes illegally sold to minors were Camels.5 More recently,
a marketing firm conducted a survey in shopping malls across
the country, asking children to describe their favorite TV ads.
According to the CME KidCom Ad Traction Study II, released
at the 1999 Kids’ Marketing Conference in San Antonio, Texas,
the Taco Bell commercials featuring a talking chihuahua were
the most popular fast food ads.6 The kids in the survey also
liked Pepsi and Nike commercials, but their favorite television
ad was for Budweiser.
The bulk of the advertising directed at children today has an
immedi- 3 ate goal. “It’s not just getting kids to whine,” one
marketer explained in Selling to Kids, “it’s giving them a
specific reason to ask for the product.”7 Years ago sociologist
Vance Packard described children as “surrogate sales-
1James U. McNeal, Kids as Customers: A Handbook of
Marketing to Children. Lan- ham, MD: Lexington Books, 1992,
p. 6.
2Cited in “Brand Aware,” Children’s Business, June
2000. 3See “Brand Consciousness,” IFF on Kids: Kid Focus,
no. 3. 4Paul Fischer et al., “Brand Logo Recognition by
Children Aged 3 to 6 Years: Mickey
Mouse and Old Joe the Camel,” Journal of the American
Medical Association, December 11, 1991.
5See Judann Dagnoli, “JAMA Lights New Fire Under Camel’s
Ads,” Advertising Age, December 16, 1991.
6Cited in “Market Research Ages 6–17: Talking Chihuahua
Strikes Chord with Kids,” Selling to Kids, February 3, 1999.
7Quoted in “Market Research: The Old Nagging Game Can Pay
Off for Marketers,” Selling to Kids, April 15, 1998.
sCHLOssER KiD KusTOMERs 521
men” who had to persuade other people, usually their parents, to
buy what they wanted.8 Marketers now use different terms to
explain the intended response to their ads—such as “leverage,”
“the nudge factor,” “pester power.” The aim of most children’s
advertising is straightforward: get kids to nag their parents and
nag them well.
James U. McNeal, a professor of marketing at Texas A&M
University, 4 is considered America’s leading authority on
marketing to children. In his book Kids As Customers (1992),
McNeal provides marketers with a thor- ough analysis of
“children’s requesting styles and appeals.”9 He classifies
juvenile nagging tactics into seven major categories. A pleading
nag is one accompanied by repetitions of words like “please” or
“mom, mom, mom.” A persistent nag involves constant
requests for the coveted product and may include the phrase
“I’m gonna ask just one more time.” Forceful nags are
extremely pushy and may include subtle threats, like “Well,
then, I’ll go and ask Dad.” Demonstrative nags are the most
high-risk, often char- acterized by full-blown tantrums in public
places, breath-holding, tears, a refusal to leave the store. Sugar-
coated nags promise affection in return for a purchase and
may rely on seemingly heartfelt declarations like “You’re the
best dad in the world.” Threatening nags are youthful forms of
black- mail, vows of eternal hatred and of running away if
something isn’t bought. Pity nags claim the child will be
heartbroken, teased, or socially stunted if the parent refuses to
buy a certain item. “All of these appeals and styles may be used
in combination,” McNeal’s research has discovered, “but kids
tend to stick to one or two of each that prove most effective . . .
for their own parents.”
McNeal never advocates turning children into screaming,
breath- 5 holding monsters. He has been studying “Kid
Kustomers” for more than thirty years and believes in a more
traditional marketing approach.10 “The key is getting children
to see a firm . . . in much the same way as [they see] mom or
dad, grandma or grandpa,” McNeal argues.11 “Likewise, if a
company can ally itself with universal values such as
patriotism, national defense, and good health, it is likely to
nurture belief in it among children.”
Before trying to affect children’s behavior, advertisers have to
learn 6 about their tastes.12 Today’s market researchers not
only conduct surveys of children in shopping malls, they also
organize focus groups for kids as young as two or three. They
analyze children’s artwork, hire children to
8Max Boas and Steve Chain, Big Mac: The Unauthorized Story
of McDonald’s. New York: Dutton, 1976. Vance Packard, The
Hidden Persuaders. New York: D. McKay Co., 1957, pp. 158–
61.
9McNeal, Kids As Customers, pp. 72–75. 10Ibid., p.
4. 11Ibid., p. 98. 12For a sense of the techniques now being
used by marketers, see Tom McGee, “Get-
ting Inside Kids’ Heads,” American Demographics, January
1997.
522 CHAPTER 14 BusinEss
run focus groups, stage slumber parties and then question
children into the night. They send cultural anthropologists into
homes, stores, fast food restaurants, and other places where kids
like to gather, quietly and sur- reptitiously observing the
behavior of prospective customers. They study the academic
literature on child development, seeking insights from the work
of theorists such as Erik Erikson and Jean Piaget. They study
the fantasy lives of young children, then apply the findings in
advertisements and product designs.
Dan S. Acuff—the president of Youth Market System
Consulting 7 and the author of What Kids Buy and Why
(1997)—stresses the impor- tance of dream research. Studies
suggest that until the age of six, roughly 80 percent of
children’s dreams are about animals.13 Rounded, soft crea-
tures like Barney, Disney’s animated characters, and the
Teletubbies therefore have an obvious appeal to young children.
The Character Lab, a division of Youth Market System
Consulting, uses a proprietary technique called Character
Appeal Quadrant Analysis to help companies develop new
mascots. The technique purports to create imaginary characters
who perfectly fit the targeted age group’s level of cognitive and
neurological development.
Children’s clubs have for years been considered an effective
means of 8 targeting ads and collecting demographic
information; the clubs appeal to a child’s fundamental need for
status and belonging. Disney’s Mickey Mouse Club, formed in
1930, was one of the trailblazers. During the 1980s and 1990s,
children’s clubs proliferated, as corporations used them to
solicit the names, addresses, zip codes, and personal comments
of young customers. “Marketing messages sent through a club
not only can be per- sonalized,” James McNeal advises, “they
can be tailored for a certain age or geographical group.”14 A
well-designed and well-run children’s club can be extremely
good for business. According to one Burger King executive, the
creation of a Burger King Kids Club in 1991 increased the sales
of chil- dren’s meals as much as 300 percent.15
The Internet has become another powerful tool for assembling
data 9 about children. In 1998 a federal investigation of Web
sites aimed at chil- dren found that 89 percent requested
personal information from kids; only 1 percent required that
children obtain parental approval before supply- ing the
information.16 A character on the McDonald’s Web site told
chil- dren that Ronald McDonald was “the ultimate authority in
everything.”17
13Cited in Dan S. Acuff and Robert H. Reiher, What Kids Buy
and Why: The Psychol- ogy of Marketing to Kids. New York:
Free Press, 1997, pp. 45–46.
14McNeal, Kids As Customers, p. 175.
15Cited in Karen Benezra, “Keeping Burger King on a Roll,”
Brandweek, January 15, 1996.
16Cited in “Children’s Online Privacy Proposed Rule Issued by
FTC,” press release, Federal Trade Commission, April 20, 1999.
17Quoted in “Is Your Kid Caught Up in the Web?” Consumer
Reports, May 1997.
sCHLOssER KiD KusTOMERs 523
The site encouraged kids to send Ronald an e-mail revealing
their favor- ite menu item at McDonald’s, their favorite book,
their favorite sports team—and their name.18 Fast food Web
sites no longer ask children to provide personal information
without first gaining parental approval; to do so is now a
violation of federal law, thanks to the Children’s Online Pri-
vacy Protection Act, which took effect in April of 2000.
Despite the growing importance of the Internet, television
remains 10 the primary medium for children’s advertising. The
effects of these TV ads have long been a subject of controversy.
In 1978, the Federal Trade Commission (FTC) tried to ban all
television ads directed at children seven years old or younger.
Many studies had found that young children often could not tell
the difference between television programming and televi- sion
advertising. They also could not comprehend the real purpose of
com- mercials and trusted that advertising claims were true.
Michael Pertschuk, the head of the FTC, argued that children
need to be shielded from adver- tising that preys upon their
immaturity. “They cannot protect themselves,” he said,
“against adults who exploit their present-mindedness.”19
The FTC’s proposed ban was supported by the American
Academy of 11 Pediatrics, the National Congress of Parents and
Teachers, the Consumers Union, and the Child Welfare League,
among others. But it was attacked by the National Association
of Broadcasters, the Toy Manufacturers of America, and the
Association of National Advertisers. The industry groups
lobbied Congress to prevent any restrictions on children’s ads
and sued in federal court to block Pertschuk from participating
in future FTC meet- ings on the subject. In April of 1981, three
months after the inauguration
of President Ronald Reagan, an FTC staff report argued that a
ban on ads aimed at children would be impractical, effectively
killing the proposal. “We are delighted by the FTC’s reasonable
recommendation,” said the head of the National Association of
Broadcasters.20
The Saturday-morning children’s ads that caused angry debates
twenty 12 years ago now seem almost quaint. Far from being
banned, TV advertising aimed at kids is now broadcast twenty-
four hours a day, closed-captioned and in stereo. Nickelodeon,
the Disney Channel, the Cartoon Network, and the other
children’s cable networks are now responsible for about 80
percent of all television viewing by kids.21 None of these
networks existed before 1979. The typical American child now
spends about twenty-one hours a week watching television—
roughly one and a half months of TV
18See Matthew McAllester, “Life in Cyberspace: What’s
McDonald’s Doing with Kids’ E-mail Responses?” Newsday,
July 20, 1997.
19Quoted in Linda E. Demkovich, “Pulling the Sweet Tooth of
Children’s TV Adver- tising,” National Journal, January 7,
1978.
20Quoted in A. O. Sulzberger, Jr., “FTC Staff Urges End to
Child-TV Ad Study,” New York Times, April 3, 1981.
21Cited in Steve McClellan and Richard Tedesco, “Children’s
TV Market May Be Played Out,” Broadcasting & Cable, March
1, 1999.
524 CHAPTER 14 BusinEss
every year.22 That does not include the time children spend in
front of a screen watching videos, playing video games, or
using the computer. Out- side of school, the typical American
child spends more time watching tele- vision than doing any
other activity except sleeping.23 During the course of a year, he
or she watches more than thirty thousand TV commercials.24
Even the nation’s youngest children are watching a great deal of
television. About one-quarter of American children between the
ages of two and five have a TV in their room.25
Perfect Synergy
Although the fast food chains annually spend about $3 billion
on televi- 13 sion advertising, their marketing efforts directed at
children extend far beyond such conventional ads.26 The
McDonald’s Corporation now oper- ates more than eight
thousand playgrounds at its restaurants in the United States.27
Burger King has more than two thousand.28 A manufacturer of
“playlands” explains why fast food operators build these largely
plastic structures: “Playlands bring in children, who bring in
parents, who bring
in money.”29 As American cities and towns spend less money
on children’s recreation, fast food restaurants have become
gathering spaces for fami- lies with young children. Every
month about 90 percent of American chil- dren between the ages
of three and nine visit a McDonald’s.30 The seesaws, slides,
and pits full of plastic balls have proven to be an effective lure.
“But when it gets down to brass tacks,” a Brandweek article on
fast food notes, “the key to attracting kids is toys, toys,
toys.”31
The fast food industry has forged promotional links with the
nation’s 14 leading toy manufacturers, giving away simple toys
with children’s meals and selling more elaborate ones at a
discount. The major toy crazes of recent years — including
Pokémon cards, Cabbage Patch Kids, and Tamogotchis — have
been abetted by fast food promotions. A successful promotion
easily
22Cited in “Policy Statement: Media Education,” American
Academy of Pediatrics, August 1999.
23Cited in “Policy Statement: Children, Adolescents, and
Television,” American Academy of Pediatrics, October 1995.
24Cited in Mary C. Martin, “Children’s Understanding of the
Intent of Advertising: A Meta-Analysis,” Journal of Public
Policy & Marketing, Fall 1997.
25Cited in Lisa Jennings, “Baby, Hand Me the Remote,” Scripps
Howard News Ser- vice, October 13, 1999.
26Interview with Lynn Fava, Competitive Media Reporting.
27Cited in “Fast Food and Playgrounds: A Natural
Combination,” promotional mate- rial, Playlandservices, Inc.
28Ibid. 29Ibid. 30Cited in Rod Taylor, “The Beanie Factor,”
Brandweek, June 16, 1997. 31Sam Bradley and Betsey
Spethmann, “Subway’s Kid Pack: The Ties That Sell,”
Brandweek, October 10, 1994.
sCHLOssER KiD KusTOMERs 525
doubles or triples the weekly sales volume of children’s meals.
The chains often distribute numerous versions of a toy,
encouraging repeat visits by small children and adult collectors
who hope to obtain complete sets. In 1999 McDonald’s
distributed eighty different types of Furby. According to a
publication called Tomart’s Price Guide to McDonald’s Happy
Meal Col- lectibles, some fast food giveaways are now worth
hundreds of dollars.32
Rod Taylor, a Brandweek columnist, called McDonald’s 1997
Teenie 15 Beanie Baby giveaway one of the most successful
promotions in the his- tory of American advertising.33 At the
time McDonald’s sold about 10 mil- lion Happy Meals in a
typical week. Over the course of ten days in April
of 1997, by including a Teenie Beanie Baby with each purchase,
McDon- ald’s sold about 100 million Happy Meals. Rarely has a
marketing effort achieved such an extraordinary rate of sales
among its intended consum- ers. Happy Meals are marketed to
children between the ages of three and nine; within ten days
about four Teenie Beanie Baby Happy Meals were sold for
every American child in that age group. Not all of those Happy
Meals were purchased for children. Many adult collectors
bought Teenie Beanie Baby Happy Meals, kept the dolls, and
threw away the food.
The competition for young customers has led the fast food
chains to 16 form marketing alliances not just with toy
companies, but with sports leagues and Hollywood studios.
McDonald’s has staged promotions with the National Basketball
Association and the Olympics. Pizza Hut, Taco Bell, and KFC
signed a three-year deal with the NCAA. Wendy’s has linked
with the National Hockey League. Burger King and
Nickelodeon, Denny’s and Major League Baseball, McDonald’s
and the Fox Kids Network have all formed partnerships that mix
advertisements for fast food with children’s entertainment.
Burger King has sold chicken nuggets shaped like Teletub- bies.
McDonald’s now has its own line of children’s videos starring
Ronald McDonald. The Wacky Adventures of Ronald McDonald
is being produced
by Klasky-Csupo, the company that makes Rugrats and The
Simpsons. The videos feature the McDonaldland characters and
sell for $3.49. “We see this as a great opportunity,” a
McDonald’s executive said in a press release, “to create a more
meaningful relationship between Ronald and kids.”34
All of these cross-promotions have strengthened the ties
between Hol- 17 lywood and the fast food industry. In the past
few years, the major studios have started to recruit fast food
executives. Susan Frank, a former director of national
marketing for McDonald’s, later became a marketing execu-
tive at the Fox Kids Network. She now runs a new family-
oriented cable
32Meredith Williams, Tomart’s Price Guide to McDonald’s
Happy Meal Collectibles (Dayton, Ohio: Tomart Publications,
1995).
33The story of McDonald’s Teenie Beanie Baby promotion can
be found in Taylor, “The Beanie Factor.”
34Quoted in “McDonald’s Launches Second Animated Video in
Series Starring Ronald McDonald,” press release, McDonald’s
Corporation, January 21, 1999.
526 CHAPTER 14 BusinEss
network jointly owned by Hallmark Entertainment and the Jim
Henson Company, creator of the Muppets. Ken Snelgrove, who
for many years worked as a marketer for Burger King and
McDonald’s, now works at MGM. Brad Ball, a former senior
vice president of marketing at McDon- ald’s, is now the head of
marketing for Warner Brothers. Not long after being hired, Ball
told the Hollywood Reporter that there was little differ- ence
between selling films and selling hamburgers.35 John Cywinski,
the former head of marketing at Burger King, became the head
of market- ing for Walt Disney’s film division in 1996, then left
the job to work for McDonald’s. Forty years after Bozo’s first
promotional appearance at a McDonald’s, amid all the
marketing deals, giveaways, and executive swaps, America’s
fast food culture has become indistinguishable from the popular
culture of its children.
In May of 1996, the Walt Disney Company signed a ten-year
global 18 marketing agreement with the McDonald’s
Corporation. By linking with a fast food company, a
Hollywood studio typically gains anywhere from $25 million to
$45 million in additional advertising for a film, often dou- bling
its ad budget. These licensing deals are usually negotiated on a
per- film basis; the 1996 agreement with Disney gave
McDonald’s exclusive rights to that studio’s output of films and
videos. Some industry observers thought Disney benefited more
from the deal, gaining a steady source of marketing funds.36
According to the terms of the agreement, Disney char- acters
could never be depicted sitting in a McDonald’s restaurant or
eating any of the chain’s food. In the early 1980s, the
McDonald’s Corporation had turned away offers to buy Disney;
a decade later, McDonald’s execu- tives sounded a bit defensive
about having given Disney greater control over how their joint
promotions would be run.37 “A lot of people can’t get used to
the fact that two big global brands with this kind of credibility
can forge this kind of working relationship,” a McDonald’s
executive told a reporter. “It’s about their theme parks, their
next movie, their characters, their videos. . . . It’s bigger than a
hamburger. It’s about the integration of our two brands, long-
term.”38
The life’s work of Walt Disney and Ray Kroc had come full-
circle, unit- 19 ing in perfect synergy. McDonald’s began to sell
its hamburgers and french fries at Disney’s theme parks. The
ethos of McDonaldland and of Disney- land, never far apart,
have finally become one. Now you can buy a Happy Meal at the
Happiest Place on Earth.
35See T. L. Stanley, Hollywood Reporter, May 26, 1998.
36See Thomas R. King, “Mickey May Be the Big Winner in
Disney-McDonald’s Alli- ance,” Wall Street Journal, May 24,
1996.
37See Monci Jo Williams, “McDonald’s Refuses to Plateau,”
Fortune, November 12, 1984.
38Quoted in James Bates, “You Want First-Run Features with
Those Fries?” News- day, May 11, 1997.
Ronni Taylor
Kathy Rowley
11/1/12
Reader Response
Reader Response: Why Games Are Good For You
Steve Johnson writes in his article, “Why Games are Good
For You” that “It’s not what you are thinking about when you’re
playing the game, it’s the way you are thinking that matters”
(Johnson 493). Though this is true for video games, I wonder if
it can also be true for reading. This article showed video
gaming in the educational light while trying to relate it to how
we view recreational reading. As a lover of books this article
had areas in which it tried to attack or change how I think about
reading.
In the text Johnson tries to explain the relevance of video
gaming by appealing to a hypothetical alternate reality. This is
in actuality a logical fallacy called “hypothesis contrary to fact”
where instead of using facts to create an argument, the speaker
uses a hypothetical situations as a substitute. I perceived this
example of an alternate reality as an attack on my beliefs. I
don’t think there will ever be a point where we can view books
as less educational than video games. Learning is almost always
an accidental occurrence when playing a video game; it is not
the main point. Reading on the other hand is an enjoyable and
entertaining tool we use specifically to learn. This article did
not only attack a way of thinking, but it also changed how I
view video games.
Reading is still my favorite past time, but now after
reading this article I understand the merits of video games as
well. Johnson included an anecdote about him playing a video
game with his nephew whom through the process learned
quickly how the “tax rates in industrial areas can stifle
development” (491). After watching a game played for a short
time a seven year old could spit out a complex idea like that. I
found this fascinating. But more than anything I was interested
in how the author explained that games allow people to think
differently and approach situations with different views. I liked
that. The idea that what you learn isn’t as important as how you
learn.
My overall reaction to this text was confusion. I didn’t
know if someone trying to compare reading and gaming should
offend me or if I should just go with it. I think I would
recommend this article to people who enjoy video games, but
also to people who think video games are a waste of time. Both
would benefit from learning the virtues of gaming.

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Why games are good for youSteven Johnson writes about science an.docx

  • 1. Why games are good for you Steven Johnson writes about science and culture. His book Interface Cul- ture: How New Technology Transforms the Way We Create and Communi- cate (1997) is considered one of the most important early texts to explain the impact of cybertechnology on human perception and communication, a subject to which he frequently returns. Johnson became more widely known with the publication of his best-selling book Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter (2005), in which he defends the value of computer games, among other popular “time-wasting” pastimes. This reading is excerpted from Everything Bad Is Good for You. You will immediately grasp Johnson’s interest in sailing against the current of popular opinion. In response to those who claim the sky is falling, Johnson argues that “the weather has never been better. It just takes a new kind of barometer to tell the difference.” The pages that follow are Johnson’s barometer. As you read his analy- sis of pop culture pastimes, consider the games you found most absorbing as a child. Do you agree with Johnson about the kinds of skills those games taught you? What about the time you spend today on technological recre- ation—are you wasting time or getting smarter? Because Johnson is writ- ing for a general audience, he does not use scholarly citations, but he does refer explicitly to the ideas of others in his main text and detailed notes. As you read, notice the many kinds of experts he refers to, and how he deploys their ideas to serve his larger purpose. Leisure studies — which focuses on the ways we spend our free time—is a rich area of research. The question driving Johnson’s analysis here about the purposes games serve is part of this ongoing conversation. What “work” does our play accomplish? Johnson has answers that may surprise you. nnn
  • 2. 482 CHAPTER 13 MEdiA STudiES You can’t get much more conventional than the conventional wisdom 1 that kids today would be better off spending more time reading books, and less time zoning out in front of their video games. The latest edition of Dr. Spock — “revised and fully expanded for a new century” as the cover reports — has this to say of video games: “The best that can be said of them is that they may help promote eye-hand coordination in children. The worst that can be said is that they sanction, and even promote aggression and violent responses to conflict. But what can be said with much greater certainty is this: most computer games are a colossal waste of time.” But where reading is concerned, the advice is quite different: “I suggest you begin to foster in your children a love of reading and the printed word from the start. . . . What is important is that your child be an avid reader.”1 In the middle of 2004, the National Endowment for the Arts released 2 a study that showed that reading for pleasure had declined steadily among all major American demographic groups. The writer Andrew Solomon analyzed the consequences of this shift: “People who read for pleasure are many times more likely than those who don’t to visit museums and attend musical performances, almost three times as likely to perform volunteer and charity work, and almost twice as likely to attend sporting events. Readers, in other words, are active, while nonreaders—more than half the population—have settled into apathy. There is a basic social divide between those for whom life is an accrual of fresh experience and knowl- edge, and those for whom maturity is a process of mental atrophy. The shift toward the latter category is frightening.”2 The intellectual nourishment of reading books is so deeply ingrained 3 in our assumptions that it’s hard to contemplate a different viewpoint. But as [Marshall] McLuhan famously observed, the problem with judging new cultural systems on their own terms is that the presence of the recent past inevitably
  • 3. colors your vision of the emerging form, highlighting the flaws and imperfections. Games have historically suffered from this syndrome, largely because they have been contrasted with the older conventions of reading. To get around these prejudices, try this thought experiment. Imagine an alternate world identical to ours save one techno-historical change: video games were invented and popularized before books. In this parallel universe, kids have been playing games for centuries—and then 1 Benjamin Spock and Steven J. Parker, Dr. Spock’s Baby and Child Care (New York: Pocket Books, 1998), p. 625. 2 Andrew Solomon, “The Closing of the American Book,” The New York Times, July 10, 2004. Solomon is a thoughtful and eloquent writer, but this essay by him contains a string of bizarre assertions, none of them supported by facts or common sense. Consider this passage: “My last book was about depression, and the question I am most frequently asked is why depression is on the rise. I talk about the loneliness that comes of spending the day with a TV or a computer or video screen. Conversely, literary reading is an entry into dialogue; a book can be a friend, talking not at you, but to you.” Begin with the fact that most video games contain genuine dialogue, where your character must interact with other onscreen characters, in contrast to books, in which the “dialogue” between JoHnSon WHy gAMES ARE good foR you 483 these page-bound texts come along and suddenly they’re all the rage. What would the teachers, and the parents, and the cultural authorities have to say about this frenzy of reading? I suspect it would sound something like this: Reading books chronically understimulates the senses. Unlike the long- standing tradition of gameplaying — which engages the child in a vivid, three-dimensional world filled with moving images and musical soundscapes, navigated and controlled with complex muscular movements — books are simply a barren string of words on the page. Only a small portion of the brain
  • 4. devoted to processing written language is activated during reading, while games engage the full range of the sensory and motor cortices. Books are also tragically isolating. While games have for many years engaged the young in complex social relationships with their peers, building and exploring worlds together, books force the child to sequester him- or herself in a quiet space, shut off from interaction with other children. These new “libraries” that have arisen in recent years to facilitate reading activities are a frightening sight: dozens of young children, normally so vivacious and socially interactive, sitting alone in cubicles, reading silently, oblivious to their peers. Many children enjoy reading books, of course, and no doubt some of the flights of fancy conveyed by reading have their escapist merits. But for a sizable percentage of the population, books are downright discriminatory. The reading craze of recent years cruelly taunts the 10 million Americans who suffer from dyslexia — a condition that didn’t even exist as a condition until printed text came along to stigmatize its sufferers. But perhaps the most dangerous property of these books is the fact that they follow a fixed linear path. You can’t control their narratives in any fashion — you simply sit back and have the story dictated to you. For those of us raised on interactive narratives, this property may seem astonishing. Why would anyone want to embark on an adventure utterly choreographed by another person? But today’s generation embarks on such adventures millions of times a day. This risks instilling a general passivity in our children, making them feel as though they’re powerless to change their circumstances. Reading is not an active, participatory process; it’s a submissive one. The book readers of the younger generation are learning to “follow the plot” instead of learning to lead. It should probably go without saying, but it probably goes better with 4 saying, that I don’t agree with this argument. But neither is it exactly right to say that its contentions are untrue. The argument relies on a kind of amplified selectivity: it
  • 5. foregrounds certain isolated properties of books, reader and text is purely metaphorical. When you factor in the reality that most games are played in social contexts—together with friends in shared physical space, or over network connections—you get the sense that Solomon hasn’t spent any time with the game form he lambastes. So that by the time he asserts, “Reading is harder than watch- ing television or playing video games,” you have to ask: Which video game, exactly, is he talking about? Certainly, reading Ulysses is harder than playing PacMan, but is reading Stephen King harder than playing Zelda or SimCity? Hardly. 484 CHAPTER 13 MEdiA STudiES and then projects worst-case scenarios based on these properties and their potential effects on the “younger generation.” But it doesn’t bring up any of the clear benefits of reading: the complexity of argument and storytell- ing offered by the book form; the stretching of the imagination triggered by reading words on a page; the shared experience you get when everyone is reading the same story. A comparable sleight of hand is at work anytime you hear someone 5 bemoaning today’s video game obsessions and their stupefying effects on tomorrow’s generations. Games are not novels, and the ways in which they harbor novelistic aspirations are invariably the least interesting thing about them. You can judge games by the criteria designed to evaluate nov- els: Are the characters believable? Is the dialogue complex? But inevitably, the games will come up wanting. Games are good at novelistic storytelling the way Michael Jordan was good at playing baseball. Both could probably make a living at it, but their world-class talents lie elsewhere. Before we get to those talents, let me say a few words about the vir- 6 tues of reading books. For the record, I think those virtues are immense ones—and not just because I make a living writing books. We should all encourage our kids to read more,
  • 6. to develop a comfort with and an appetite for reading. But even the most avid reader in this culture is invariably going to spend his or her time with other media—with games, television, mov- ies, or the Internet. And these other forms of culture have intellectual or cognitive virtues in their own right—different from, but comparable to, the rewards of reading. What are the rewards of reading, exactly? Broadly speaking, they 7 fall into two categories: the information conveyed by the book, and the mental work you have to do to process and store that information. Think of this as the difference between acquiring information and exercising the mind. When we encourage kids to read for pleasure, we’re generally doing so because of the mental exercise involved. In Andrew Solomon’s words: “[Reading] requires effort, concentration, attention. In exchange, it offers the stimulus to and the fruit of thought and feeling.” Spock says: “Unlike most amusements, reading is an activity requiring active partici- pation. We must do the reading ourselves — actively scan the letters, make sense of the words, and follow the thread of the story.” Most tributes to the mental benefits of reading also invoke the power of imagination; reading books forces you to concoct entire worlds in your head, rather than sim- ply ingest a series of prepackaged images. And then there is the slightly circular—though undoubtedly true— argument for the long-term career benefits: being an avid reader is good for you because the educational sys- tem and the job market put a high premium on reading skills. To summarize, the cognitive benefits of reading involve these facul- 8 ties: effort, concentration, attention, the ability to make sense of words, to follow narrative threads, to sculpt imagined worlds out of mere sentences on the page. Those benefits are themselves amplified by the fact that soci- ety places a substantial emphasis on precisely this set of skills. JoHnSon WHy gAMES ARE good foR you 485 The very fact that I am presenting this argument to you in the form 9 of a book and not a television drama or a video game
  • 7. should make it clear that I believe the printed word remains the most powerful vehicle for con- veying complicated information—though the electronic word is starting to give printed books a run for their money. The argument that follows is centered squarely on the side of mental exercise—and not content. I aim to persuade you of two things: 1. By almost all the standards we use to measure reading’s cognitive benefits — attention, memory, following threads, and so on — the nonlit- erary popular culture has been steadily growing more challenging over the past thirty years. 2. Increasingly, the nonliterary popular culture is honing different mental skills that are just as important as the ones exercised by reading books. Despite the warnings of Dr. Spock, the most powerful examples of both 10 these trends are found in the world of video games. Over the past few years, you may have noticed the appearance of a certain type of story about gam- ing culture in mainstream newspapers and periodicals. The message of that story ultimately reduces down to: Playing video games may not actually be a complete waste of time. Invariably these stories point to some new study focused on a minor side effect of gameplaying—often manual dexterity or visual memory—and explain that heavy gamers show improved skills compared to non-gamers.3 (The other common let’s-take-games-seriously 3I don’t dwell on the manual dexterity question here, but it’s worth noting how the control systems for these games have grown strikingly more complex over the past decade or so. Compare the original Legend of Zelda (July 1987), on the original NES, to the current Zelda, on the GameCube (March 2003). In sixteen years, games have changed as follows: Then Controller 4 direction buttons 2 action buttons Each button has a single function. Perspective Static overhead view You always have complete vision. The game is “flat” (two-dimensional).
  • 8. Gameplay Movement is in one of four directions. Fighting: 2 buttons Objects: Press a single button. Now Controller 2 joysticks + 4 direction buttons 7 action buttons Each combo of buttons has a unique function. Perspective Dynamic player-controlled “camera” view Your vision is limited. You must control it. The game is “virtual” (three-dimensional). Gameplay Movement is in any direction, including up and down. Fighting: More than 10 different button combos. Requires accurate timing and coordination. Objects: Assign a button, learn unique con- trols to use each object. Requires timing, training. 486 CHAPTER 13 MEdiA STudiES story is financial, usually pointing to the fact that the gaming industry now pulls in more money than Hollywood.) Now, I have no doubt that playing today’s games does in fact improve 11 your visual intelligence and your manual dexterity, but the virtues of gaming run far deeper than hand-eye coordination. When I read these ostensi- bly positive accounts of video games, they strike me as the equivalent of writing a story about the merits of the great novels and focusing on how reading them can improve your spelling. It’s true enough, I suppose, but it doesn’t do justice to the rich, textured experience of novel reading. There’s a comparable blindness at work in the way games have been covered to date. For all the discussion of gaming culture that you see, the actual experience of playing games has been strangely misrepresented. We hear a lot about the content of games: the carnage and drive-by killings and adolescent fan- tasies. But we rarely hear accurate descriptions about what it actually feels like to spend time in these virtual worlds. I worry about the experiential gap between people who have immersed themselves in games, and people who have only heard secondhand reports,
  • 9. because the gap makes it difficult to discuss the meaning of games in a coherent way. It reminds me of the way the social critic Jane Jacobs felt about the thriving urban neighborhoods she documented in the sixties: “People who know well such animated city streets will know how it is. People who do not will always have it a little wrong in their heads — like the old prints of rhinoceroses made from travel- ers’ descriptions of the rhinoceroses.” So what does the rhinoceros actually look like?4 The first and last thing 12 that should be said about the experience of playing today’s video games, the thing you almost never hear in the mainstream coverage, is that games are fiendishly, sometimes maddeningly, hard. The dirty little secret of gaming is how much time you spend not 13 having fun. You may be frustrated; you may be confused or disoriented; 4Henry Jenkins has painted perhaps the most accurate picture of the rhinoceros of pop culture over the past decade: “Often, our response to popular culture is shaped by a hunger for simple answers and quick actions. It is important to take the time to understand the complexity of contemporary culture. We need to learn how to be safe, critical, and creative users of media. We need to evaluate the information and entertain- ment we consume. We need to understand the emotional investments we make in media content. And perhaps most importantly, we need to learn not to treat differences in taste as mental pathologies or social problems. We need to think, talk, and listen. When we tell students that popular culture has no place in classroom discussions, we are signal- ing to them that what they learn in school has little to do with the things that matter to them at home. When we avoid discussing popular culture at the dinner table, we may be suggesting we have no interest in things that are important to our children. When we tell our parents that they wouldn’t understand our music or our fashion choices, we are cutting them off from an important part of who we are and what we value. We do not need to share each other’s passions.
  • 10. But we do need to respect and understand them.” “Encouraging Conversations About Popular Culture and Media Convergence: An Out- reach Program for Parents, Students, and Teachers, March–May 2000.” http://web.mit .edu/21fms/www/faculty/henry3/resourceguide.html. JoHnSon WHy gAMES ARE good foR you 487 you may be stuck. When you put the game down and move back into the real world, you may find yourself mentally working through the problem you’ve been wrestling with, as though you were worrying a loose tooth. If this is mindless escapism, it’s a strangely masochistic version. Who wants to escape to a world that irritates you 90 percent of the time? Consider the story of Troy Stolle, a construction site worker from Indi- 14 anapolis profiled by the technology critic Julian Dibbell. When he’s not performing his day job as a carpenter building wooden molds, Stolle lives in the virtual world of Ultima Online, the fantasy-themed game that allows you to create a character—sometimes called an avatar—and interact with thousands of other avatars controlled by other humans, connected to the game over the Net. (Imagine a version of Dungeons & Dragons where you’re playing with thousands of strangers from all over the world, and you’ll get the idea.) Ultima and related games like EverQuest have famously developed vibrant simulated economies that have begun to leak out into the real world. You can buy a magic sword or a plot of land — entirely made of digital code, mind you—for hundreds of dollars on eBay. But earning these goods the old-fashioned within-the-gameworld way takes time—a lot of time. Dibbell describes the ordeal Stolle had to go through to have his avatar, named Nils Hansen, purchase a new house in the Ultima world: Stolle had had to come up with the money for the deed. To get the money, he had to sell his old house. To get that house in the first place, he had to spend hours crafting virtual swords and plate mail to sell to a steady clientele of about three dozen
  • 11. fellow players. To attract and keep that clientele, he had to bring Nils Hansen’s blacksmithing skills up to Grandmaster. To reach that level, Stolle spent six months doing nothing but smithing: He clicked on hill- sides to mine ore, headed to a forge to click the ore into ingots, clicked again to turn the ingots into weapons and armor, and then headed back to the hills to start all over again, each time raising Nils’ skill level some tiny fraction of a percentage point, inching him closer to the distant goal of 100 points and the illustrious title of Grandmaster Blacksmith. Take a moment now to pause, step back, and consider just what was going on here: Every day, month after month, a man was coming home from a full day of bone-jarringly repetitive work with hammer and nails to put in a full night of finger-numbingly repetitive work with “hammer” and “anvil” — and paying $9.95 per month for the privilege. Ask Stolle to make sense of this, and he has a ready answer: “Well, it’s not work if you enjoy it.” Which, of course, begs the question: Why would anyone enjoy it?5 Why? Anyone who has spent more than a few hours trying to complete 15 a game knows the feeling: You get to a point where there’s a sequence of tasks you know you have to complete to proceed further into the world, but the tasks themselves are more like chores than entertainment, some- thing you have to do, not something you want to do: building roads and laying power lines, retreating through a tunnel sequence to find an object 5 Julian Dibbell, “The Unreal-Estate Boom,” Wired, January 2003. 488 CHAPTER 13 MEdiA STudiES you’ve left behind, conversing with characters when you’ve already memo- rized their lines. And yet a large part of the population performing these tasks every day is composed of precisely the demographic group most averse to doing chores. If you practically have to lock kids in their room to get them to do
  • 12. their math homework, and threaten to ground them to get them to take out the trash, then why are they willing to spend six months smithing in Ultima? You’ll often hear video games included on the list of the debased instant gratifications that abound in our culture, right up there with raunchy music videos and fast food. But compared to most forms of popular entertainment, games turn out to be all about delayed gratification — sometimes so long delayed that you wonder if the gratifica- tion is ever going to show. The clearest measure of the cognitive challenges posed by modern 16 games is the sheer size of the cottage industry devoted to publishing game guides, sometimes called walk- throughs, that give you detailed, step-by-step explanations of how to complete the game that is currently torturing you. During my twenties, I’d wager that I spent somewhere shockingly close to a thousand dollars buying assorted cheat sheets, maps, help books, and phone support to assist my usually futile attempt to complete a video game. My relationship to these reference texts is inti- mately bound up with my memory of each game, so that the Myst sequel Riven brings to mind those hours on the automated phone support line, listening to a recorded voice explain that the lever has to be rotated 270 degrees before the blue pipe will connect with the transom, while the play- ful Banjo-Kazooie conjures up a cheery atlas of vibrant level maps, like a child’s book where the story has been replaced with linear instruction sets: jump twice on the mushroom, then grab the gold medallion in the moat. Admitting just how much money I spent on these guides sounds like a cry for help, I know, but the great, looming racks of these game guides at most software stores are clear evidence that I am not alone in this habit. The guidebook for the controversial hit game Grand Theft Auto alone has sold more than 1.6 million copies. Think about the existence of these guides in the context of other forms 17 of popular entertainment. There are plenty of supplementary texts that accompany Hollywood movies or
  • 13. Billboard chart-toppers: celebrity pro- files, lyrics sheets, reviews, fan sites, commentary tracks on DVDs. These texts can widen your understanding of a film or an album, but you’ll almost never find yourself needing one. People don’t walk into theaters with guide- books that they consult via flashlight during the film. But they regularly rely on these guides when playing a game. The closest cultural form to the game guide is the august tradition of CliffsNotes marketed as read- ers’ supplements to the Great Books. There’s nothing puzzling about the existence of CliffsNotes: we accept both the fact that the Great Books are complicated, and the fact that millions of young people are forced more or less against their will to at least pretend to read them. Ergo: a thriving market for CliffsNotes. Game guides, however, confound our expectations: JoHnSon WHy gAMES ARE good foR you 489 because we’re not used to accepting the complexity of gaming culture, and because nobody’s forcing the kids to master these games. The need for such guides is a relatively new development: You didn’t 18 need ten pages to explain the PacMan system, but two hundred pages barely does justice to an expanding universe like EverQuest or Ultima. You need them because the complexity of these worlds can be overwhelming: You’re stuck in the middle of a level, with all the various exits locked and no sign of a key. Or the password for the control room you thought you found two hours ago turns out not to work. Or the worst case: You’re wander- ing aimlessly through hallways, like those famous tracking shots from The Shining, and you’ve got no real idea what you’re supposed to be doing next. This aimlessness, of course, is the price of interactivity. You’re more 19 in control of the narrative now, but your supply of information about the narrative — whom you should talk to next, where that mysterious package has been hidden — is only partial, and so playing one of these games is ulti- mately all about filling in that information gap. When it works, it can be
  • 14. exhilarating, but when it doesn’t—well, that’s when you start shelling out the fifteen bucks for the cheat sheet. And then you find yourself hunched over the computer screen, help guide splayed open on the desk, flipping back and forth between the virtual world and the level maps, trying to find your way. After a certain point—perhaps when the level maps don’t turn out to be all that helpful, or perhaps when you find yourself reading the help guides over dinner—you start saying to yourself: Remind me why this is fun? So why does anyone bother playing these things? Why do we use the 20 word “play” to describe this torture? I’m always amazed to see what our brains are willing to tolerate to reach the next level in these games. Sev- eral years ago I found myself on a family vacation with my seven-year-old nephew, and on one rainy day I decided to introduce him to the wonders of SimCity 2000, the legendary city simulator that allows you to play Robert Moses to a growing virtual metropolis. For most of our session, I was con- trolling the game, pointing out landmarks as I scrolled around my little town. I suspect I was a somewhat condescending guide—treating the virtual world as more of a model train layout than a complex system. But he was picking up the game’s inner logic nonetheless. After about an hour of tinkering, I was concentrating on trying to revive one particularly rundown manufactur- ing district. As I contemplated my options, my nephew piped up: “I think we need to lower our industrial tax rates.” He said it as naturally, and as confidently, as he might have said, “I think we need to shoot the bad guy.” The interesting question here for me is not whether games are, on the 21 whole, more complex than most other cultural experiences targeted at kids today — I think the answer to that is an emphatic yes. The question is why kids are so eager to soak up that much information when it is deliv- ered to them in game form. My nephew would be asleep in five seconds if you popped him down in an urban studies classroom, but somehow an
  • 15. 490 CHAPTER 13 MEdiA STudiES hour of playing SimCity taught him that high tax rates in industrial areas can stifle development. That’s a powerful learning experience, for reasons we’ll explore in the coming pages. But let’s start with the more elemental question of desire. Why does a seven-year-old soak up the intricacies of industrial economics in game form, when the same subject would send him screaming for the exits in a classroom? The quick explanations of this mystery are not helpful. Some might 22 say it’s the flashy graphics, but games have been ensnaring our attention since the days of Pong, which was— graphically speaking—a huge step backward compared with television or movies, not to mention reality. Oth- ers would say it’s the violence and sex, and yet games like SimCity—and indeed most of the best-selling games of all time — have almost no violence and sex in them. Some might argue that it’s the interactivity that hooks, the engagement of building your own narrative. But if active participa- tion alone functions as a drug that entices the mind, then why isn’t the supremely passive medium of television repellant to kids? Why do games captivate? I believe the answer involves a deeper prop- 23 erty that most games share—a property that will be instantly familiar to anyone who has spent time in this world, but one that is also strangely absent from most outside descriptions. To appreciate this property you need to look at game culture through the lens of neuroscience. There’s a logical reason to use that lens, of course: If you’re trying to figure out why cocaine is addictive, you need a working model of what cocaine is, and you need a working model of how the brain functions. The same goes for the question of why games are such powerful attractors. Explaining that phenomenon without a working model of the mind tells only half the story. . . . Cultural critics like to speculate on the cognitive changes induced 24 by new forms of media, but they rarely invoke the insights of brain science and other empirical research in backing
  • 16. up those claims. All too often, this has the effect of reducing their arguments to mere superstition. If you’re trying to make sense of a new cultural form’s effect on the way we view the world, you need to be able to describe the cultural object in some detail, and also demonstrate how that object transforms the mind that is apprehending it. In some instances, you can measure that transformation through traditional modes of intelligence testing; in some cases, you can measure changes by looking at brain activity directly, thanks to modern scanning technology; and in cases where the empirical research hasn’t yet been done, you can make informed speculation based on our understand- ing of how the brain works. To date, there has been very little direct research into the question of 25 how games manage to get kids to learn without realizing that they’re learn- ing. But a strong case can be made that the power of games to captivate involves their ability to tap into the brain’s natural reward circuitry. Because of its central role in drug addiction, the reward circuits of the brain have been extensively studied and mapped in recent years. Two insights that have emerged from this study are pertinent to the understanding of games. First, neuroscientists have drawn a crucial distinction between the way the brain JoHnSon WHy gAMES ARE good foR you 491 seeks out reward and the way it delivers pleasure. The body’s natural pain- killers, the opioids, are the brain’s pure pleasure drugs, while the reward system revolves around the neurotransmitter dopamine interacting with specific receptors in a part of the brain called the nucleus accumbens. The dopamine system is a kind of accountant: keeping track of 26 expected rewards, and sending out an alert — in the form of lowered dopa- mine levels—when those rewards don’t arrive as promised. When the pack-a-day smoker deprives himself of his morning cigarette; when the hotshot Wall Street trader doesn’t get the bonus he was planning on; when the late-night snacker opens the freezer to find someone’s pilfered all the Ben &
  • 17. Jerry’s — the disappointment and craving these people experience is triggered by lowered dopamine levels. The neuroscientist Jaak Panksepp calls the dopamine system the 27 brain’s “seeking” circuitry, propelling us to seek out new avenues for reward in our environment. Where our brain wiring is concerned, the craving instinct triggers a desire to explore. The system says, in effect: “Can’t find the reward you were promised? Perhaps if you just look a little harder you’ll be in luck — it’s got to be around here somewhere.” How do these findings connect to games? Researchers have long sus- 28 pected that geometric games like Tetris have such a hypnotic hold over us (longtime Tetris players have vivid dreams about the game) because the game’s elemental shapes activate modules in our visual system that execute low-level forms of pattern recognition—sensing parallel and per- pendicular lines, for instance. These modules are churning away in the background all the time, but the simplified graphics of Tetris bring them front and center in our consciousness. I believe that what Tetris does to our visual circuitry, most video games do to the reward circuitry of the brain. Real life is full of rewards, which is one reason why there are now so 29 many forms of addiction. You can be rewarded by love and social con- nection, financial success, drug abuse, shopping, chocolate, and watching your favorite team win the Super Bowl. But supermarkets and shopping malls aside, most of life goes by without the potential rewards available to you being clearly defined. You know you’d like that promotion, but it’s a long way off, and right now you’ve got to deal with getting this memo out the door. Real-life reward usually hovers at the margins of day-to-day existence — except for the more primal rewards of eating and making love, both of which exceed video games in their addictiveness. In the gameworld, reward is everywhere. The universe is literally teem- 30 ing with objects that deliver very clearly articulated rewards: more life, access to new levels, new equipment, new spells. Game rewards are fractal; each scale
  • 18. contains its own reward network, whether you’re just learning to use the controller, or simply trying to solve a puzzle to raise some extra cash, or attempting to complete the game’s ultimate mission. Most of the crucial work in game interface design revolves around keeping players noti- fied of potential rewards available to them, and how much those rewards are currently needed. Just as Tetris streamlines the fuzzy world of visual 492 CHAPTER 13 MEdiA STudiES reality to a core set of interacting shapes, most games offer a fictional world where rewards are larger, and more vivid, more clearly defined, than life. This is true even of games that have been rightly celebrated for their 31 open-endedness. SimCity is famous for not forcing the player along a pre- ordained narrative line; you can build any kind of community you want: small farming villages, vast industrial Coketowns, high-centric edge cities or pedestrian-friendly neighborhoods. But the game has a subtle reward architecture that plays a major role in the game’s addictiveness: the soft- ware withholds a trove of objects and activities until you’ve reached cer- tain predefined levels, either of population, money, or popularity. You can build pretty much any kind of environment you want playing SimCity, but you can’t build a baseball stadium until you have fifty thousand residents. Similarly, Grand Theft Auto allows players to drive aimlessly through a vast urban environment, creating their own narratives as they explore the space. But for all that open- endedness, the game still forces you to complete a series of pre- defined missions before you are allowed to enter new areas of the city. The very games that are supposed to be emblems of unstructured user control turn out to dangle rewards at every corner. “Seeking” is the perfect word for the drive these designs instill in their 32 players. You want to win the game, of course, and perhaps you want to see the game’s narrative completed. In the
  • 19. initial stages of play, you may just be dazzled by the game’s graphics. But most of the time, when you’re hooked on a game, what draws you in is an elemental form of desire: the desire to see the next thing. You want to cross that bridge to see what the east side of the city looks like, or try out that teleportation module, or build an aquarium on the harbor. To someone who has never felt that sort of compulsion, the underlying motivation can seem a little strange: You want to build the aquarium not, in the old mountaineering expression, because it’s there, but rather because it’s not there, or not there yet. It’s not there, but you know — because you’ve read the manual or the game guide, or because the interface is flashing it in front of your eyes — you know that if you just apply yourself, if you spend a little more time cultivating new residents and watching the annual budget, the aquarium will eventually be yours to savor. In a sense, neuroscience has offered up a prediction here, one that 33 games obligingly confirm. If you create a system where rewards are both clearly defined and achieved by exploring an environment, you’ll find human brains drawn to those systems, even if they’re made up of virtual characters and simulated sidewalks. It’s not the subject mat- ter of these games that attracts—if that were the case, you’d never see twenty- somethings following absurd rescue-the-princess storylines like the best-selling Zelda series on the Nintendo platform. It’s the reward sys- tem that draws those players in, and keeps their famously short attention spans locked on the screen. No other form of entertainment offers that cocktail of reward and exploration: We don’t “explore” movies or television or music in anything but the most figurative sense of the word. And while there are rewards to those other forms — music in fact has been shown to JoHnSon WHy gAMES ARE good foR you 493 trigger opioid release in the brain—they don’t come in the exaggerated, tantalizing packaging that video games wrap
  • 20. around them. You might reasonably object at this point that I have merely dem- 34 onstrated that video games are the digital equivalent of crack cocaine. Crack also has a powerful hold over the human brain, thanks in part to its manipulations of the dopamine system. But that doesn’t make it a good thing. If games have been unwittingly designed to lock into our brain’s reward architecture, then what positive value are we getting out of that intoxication? . . . Here again, you have to shed your expectations about older cultural 35 forms to make sense of the new. Game players are not soaking up moral counsel, life lessons, or rich psychological portraits. They are not having emotional experiences with their Xbox, other than the occasional adrena- line rush. The narratives they help create now rival pulp Hollywood fare, which is an accomplishment when measured against the narratives of Pac- Man and Pong, but it’s still setting the bar pretty low. With the occasional exception, the actual content of the game is often childish or gratuitously menacing—though, again, not any more so than your average summer blockbuster. Complex social and historical simulations like Age of Empires or Civilization do dominate the game charts, and no doubt these games do impart some useful information about ancient Rome or the design of mass transit systems. But much of the roleplay inside the gaming world alter- nates between drive-by shooting and princess rescuing. De-emphasizing the content of game culture shouldn’t be seen as a 36 cop-out. We ignore the content of many activities that are widely consid- ered to be good for the brain or the body. No one complains about the simplistic, militaristic plot of chess games. (“It always ends the same way!”) We teach algebra to children knowing full well that the day they leave the classroom, ninety-nine percent of those kids will never again directly employ their algebraic skills. Learning algebra isn’t about acquir- ing a specific tool; it’s about building up a mental muscle that will come
  • 21. in handy elsewhere. You don’t go to the gym because you’re interested in learning how to operate a StairMaster; you go to the gym because operat- ing a StairMaster does something laudable to your body, the benefits of which you enjoy during the many hours of the week when you’re not on a StairMaster. So it is with games. It’s not what you’re thinking about when you’re 37 playing a game, it’s the way you’re thinking that matters. The distinction is not exclusive to games, of course. Here’s John Dewey, in his book Experi- ence and Education: “Perhaps the greatest of all pedagogical fallacies is the notion that a person learns only that particular thing he is studying at the time. Collateral learning in the way of formation of enduring attitudes, of likes and dislikes, may be and often is much more important than the spelling lesson or lesson in geography or history that is learned. For these attitudes are fundamentally what count in the future.”6 6John Dewey, Experience and Education (London: Collier, 1963), p. 48. 494 CHAPTER 13 MEdiA STudiES This is precisely where we need to make our portrait of the rhinoceros 38 as accurate as possible: defining the collateral learning that goes beyond the explicit content of the experience. Start with the basics: Far more than books or movies or music, games force you to make decisions. Novels may activate our imagination, and music may conjure up powerful emotions, but games force you to decide, to choose, to prioritize. All the intellectual benefits of gaming derive from this fundamental virtue, because learn- ing how to think is ultimately about learning to make the right decisions: weighing evidence, analyzing situations, consulting your long-term goals, and then deciding. No other pop cultural form directly engages the brain’s decision-making apparatus in the same way. From the outside, the primary activity of a gamer looks like a fury of clicking and shooting, which is why so much of the conventional wisdom about games focuses on hand-eye
  • 22. coordination. But if you peer inside the gamer’s mind, the primary activ- ity turns out to be another creature altogether: making decisions, some of them snap judgments, some long- term strategies. nnn Reading as a Writer: analyzing Rhetorical Choices 1. Why do you think Johnson opens with the debate that pits the playing of video games against the practice of reading? Where exactly does he dive in with his own perspective on debate? What is the “sleight of hand” he refers to in para- graph 5? How do his examples in the following paragraphs complicate this sim- plistic debate about the relative virtues of video games and reading? What are your thoughts on this debate? 2. Johnson has a very distinctive voice on the page, and often addresses the reader as “you”—practice that is unconventional in researched writing. Locate at least three sentences in which you think Johnson’s voice is particularly distinctive, and discuss what happens in those sentences that captures your attention. What insights (about tone, word choice, rhetorical strategy) might you apply to your own writing? Writing as a Reader: entering the Conversation of ideas 1. Johnson and S. Craig Watkins share an interest in paying close attention to activities widely thought of as “time-wasters.” They draw different con- clusions about what we can learn from the ways people (especially young people) use online time and video games. Compose an essay in which you use insights from both authors to make a point about the positive and negative aspects of online time and video games, using specific examples to illustrate your points, as these authors do. What is the significance of your findings? 2. Johnson argues that “everything bad is good for you”; Eric Schlosser, on the other hand, argues almost the opposite in his attack on advertising to “Kid Kustomers.” Using the strategies these authors employ, write an essay in which you argue against the prevailing opinion that some aspect of
  • 23. Kid Kustomers Eric Schlosser has won numerous awards for his exposé-style journalism, which has appeared in The Atlantic, Rolling Stone, Vanity Fair, The Nation, and The New Yorker, among other magazines. He has published several best-selling books, including Reefer Madness: Sex, Drugs, and Cheap Labor in the American Black Market (2003) and, with Charles Wilson, Chew on This: Everything You Don’t Want to Know About Fast Food (2006), which introduces middle school readers to the history of the fast-food industry and the agribusiness and animal-raising practices that the industry fos- ters. Chew on This evolved from Fast Food Nation: The Dark Side of the All- American Meal (2001), from which this reading is taken. Fast Food Nation has been assigned for campuswide reading at many universities, and it inspired a 2006 film version, starring Greg Kinnear. Schlosser’s expertise on America’s food industry has made him a popular lecturer on and off campus. He also has addressed Congress about the risk to the food supply from bioterrorism. Schlosser’s interest in the fast-food industry extends to the industry’s marketing campaigns and their focus on children, the “kid kustomers” who are featured in this reading. Think back to your own childhood encoun- ters with clever, kid-appealing fast-food packaging. How did the toys, the packaging, and the commercials affect your association with fast food? Do Schlosser’s insights change your thinking about marketing campaigns by fast-food restaurants? If so, how? Like any good writer, Schlosser uses a number of specific examples to persuade his readers. Keep track of the facts, statistics, and examples he uses, and consider how you might use similar strategies in your own writ- ing. While this reading is just a small part of Schlosser’s book Fast Food Nation, in these paragraphs he weaves together strands of an argument about past and present attitudes toward fast food, the intersection of din- ing and consumer culture, and the effects of
  • 24. aggressive marketing to chil- dren. As a public intellectual, Schlosser has helped ignite a conversation about what we eat, and why, that is likely to continue for a long time. It’s a conversation that could change the way you eat and the way you spend money, as well as the way you think. nnn Twenty-five years ago, only a handful of American companies directed their marketing at children—Disney, McDonald’s, candy makers, toy makers, manufacturers of breakfast cereal. Today children are being tar- geted by phone companies, oil companies, and automobile companies, as well as clothing stores and restaurant chains. The explosion in children’s advertising occurred during the 1980s. Many working parents, feeling guilty about spending less time with their kids, started spending more money on them. One marketing expert has called the 1980s “the decade of the child 519 1 520 CHAPTER 14 BusinEss consumer.”1 After largely ignoring children for years, Madison Avenue began to scrutinize and pursue them. Major ad agencies now have chil- dren’s divisions, and a variety of marketing firms focus solely on kids. These groups tend to have sweet- sounding names: Small Talk, Kid Connection, Kid2Kid, the Gepetto Group, Just Kids, Inc. At least three industry publica- tions—Youth Market Alert, Selling to Kids, and Marketing to Kids Report— cover the latest ad campaigns and market research. The growth in chil- dren’s advertising has been driven by efforts to increase not just current, but also future, consumption. Hoping that nostalgic childhood memories of a brand will lead to a lifetime of purchases, companies now plan “cradle-to-grave” advertising strategies. They have come to believe what Ray Kroc and Walt Disney realized long ago—a person’s “brand loyalty” may begin as early as the age of two.2
  • 25. Indeed, market research has found that children often recognize a brand logo before they can recognize their own name.3 The discontinued Joe Camel ad campaign, which used a hip cartoon 2 character to sell cigarettes, showed how easily children can be influenced by the right corporate mascot. A 1991 study published in the Journal of the American Medical Association found that nearly all of America’s six-year- olds could identify Joe Camel, who was just as familiar to them as Mickey Mouse.4 Another study found that one-third of the cigarettes illegally sold to minors were Camels.5 More recently, a marketing firm conducted a survey in shopping malls across the country, asking children to describe their favorite TV ads. According to the CME KidCom Ad Traction Study II, released at the 1999 Kids’ Marketing Conference in San Antonio, Texas, the Taco Bell commercials featuring a talking chihuahua were the most popular fast food ads.6 The kids in the survey also liked Pepsi and Nike commercials, but their favorite television ad was for Budweiser. The bulk of the advertising directed at children today has an immedi- 3 ate goal. “It’s not just getting kids to whine,” one marketer explained in Selling to Kids, “it’s giving them a specific reason to ask for the product.”7 Years ago sociologist Vance Packard described children as “surrogate sales- 1James U. McNeal, Kids as Customers: A Handbook of Marketing to Children. Lan- ham, MD: Lexington Books, 1992, p. 6. 2Cited in “Brand Aware,” Children’s Business, June 2000. 3See “Brand Consciousness,” IFF on Kids: Kid Focus, no. 3. 4Paul Fischer et al., “Brand Logo Recognition by Children Aged 3 to 6 Years: Mickey Mouse and Old Joe the Camel,” Journal of the American Medical Association, December 11, 1991. 5See Judann Dagnoli, “JAMA Lights New Fire Under Camel’s Ads,” Advertising Age, December 16, 1991. 6Cited in “Market Research Ages 6–17: Talking Chihuahua Strikes Chord with Kids,” Selling to Kids, February 3, 1999.
  • 26. 7Quoted in “Market Research: The Old Nagging Game Can Pay Off for Marketers,” Selling to Kids, April 15, 1998. sCHLOssER KiD KusTOMERs 521 men” who had to persuade other people, usually their parents, to buy what they wanted.8 Marketers now use different terms to explain the intended response to their ads—such as “leverage,” “the nudge factor,” “pester power.” The aim of most children’s advertising is straightforward: get kids to nag their parents and nag them well. James U. McNeal, a professor of marketing at Texas A&M University, 4 is considered America’s leading authority on marketing to children. In his book Kids As Customers (1992), McNeal provides marketers with a thor- ough analysis of “children’s requesting styles and appeals.”9 He classifies juvenile nagging tactics into seven major categories. A pleading nag is one accompanied by repetitions of words like “please” or “mom, mom, mom.” A persistent nag involves constant requests for the coveted product and may include the phrase “I’m gonna ask just one more time.” Forceful nags are extremely pushy and may include subtle threats, like “Well, then, I’ll go and ask Dad.” Demonstrative nags are the most high-risk, often char- acterized by full-blown tantrums in public places, breath-holding, tears, a refusal to leave the store. Sugar- coated nags promise affection in return for a purchase and may rely on seemingly heartfelt declarations like “You’re the best dad in the world.” Threatening nags are youthful forms of black- mail, vows of eternal hatred and of running away if something isn’t bought. Pity nags claim the child will be heartbroken, teased, or socially stunted if the parent refuses to buy a certain item. “All of these appeals and styles may be used in combination,” McNeal’s research has discovered, “but kids tend to stick to one or two of each that prove most effective . . . for their own parents.” McNeal never advocates turning children into screaming, breath- 5 holding monsters. He has been studying “Kid
  • 27. Kustomers” for more than thirty years and believes in a more traditional marketing approach.10 “The key is getting children to see a firm . . . in much the same way as [they see] mom or dad, grandma or grandpa,” McNeal argues.11 “Likewise, if a company can ally itself with universal values such as patriotism, national defense, and good health, it is likely to nurture belief in it among children.” Before trying to affect children’s behavior, advertisers have to learn 6 about their tastes.12 Today’s market researchers not only conduct surveys of children in shopping malls, they also organize focus groups for kids as young as two or three. They analyze children’s artwork, hire children to 8Max Boas and Steve Chain, Big Mac: The Unauthorized Story of McDonald’s. New York: Dutton, 1976. Vance Packard, The Hidden Persuaders. New York: D. McKay Co., 1957, pp. 158– 61. 9McNeal, Kids As Customers, pp. 72–75. 10Ibid., p. 4. 11Ibid., p. 98. 12For a sense of the techniques now being used by marketers, see Tom McGee, “Get- ting Inside Kids’ Heads,” American Demographics, January 1997. 522 CHAPTER 14 BusinEss run focus groups, stage slumber parties and then question children into the night. They send cultural anthropologists into homes, stores, fast food restaurants, and other places where kids like to gather, quietly and sur- reptitiously observing the behavior of prospective customers. They study the academic literature on child development, seeking insights from the work of theorists such as Erik Erikson and Jean Piaget. They study the fantasy lives of young children, then apply the findings in advertisements and product designs. Dan S. Acuff—the president of Youth Market System Consulting 7 and the author of What Kids Buy and Why (1997)—stresses the impor- tance of dream research. Studies suggest that until the age of six, roughly 80 percent of
  • 28. children’s dreams are about animals.13 Rounded, soft crea- tures like Barney, Disney’s animated characters, and the Teletubbies therefore have an obvious appeal to young children. The Character Lab, a division of Youth Market System Consulting, uses a proprietary technique called Character Appeal Quadrant Analysis to help companies develop new mascots. The technique purports to create imaginary characters who perfectly fit the targeted age group’s level of cognitive and neurological development. Children’s clubs have for years been considered an effective means of 8 targeting ads and collecting demographic information; the clubs appeal to a child’s fundamental need for status and belonging. Disney’s Mickey Mouse Club, formed in 1930, was one of the trailblazers. During the 1980s and 1990s, children’s clubs proliferated, as corporations used them to solicit the names, addresses, zip codes, and personal comments of young customers. “Marketing messages sent through a club not only can be per- sonalized,” James McNeal advises, “they can be tailored for a certain age or geographical group.”14 A well-designed and well-run children’s club can be extremely good for business. According to one Burger King executive, the creation of a Burger King Kids Club in 1991 increased the sales of chil- dren’s meals as much as 300 percent.15 The Internet has become another powerful tool for assembling data 9 about children. In 1998 a federal investigation of Web sites aimed at chil- dren found that 89 percent requested personal information from kids; only 1 percent required that children obtain parental approval before supply- ing the information.16 A character on the McDonald’s Web site told chil- dren that Ronald McDonald was “the ultimate authority in everything.”17 13Cited in Dan S. Acuff and Robert H. Reiher, What Kids Buy and Why: The Psychol- ogy of Marketing to Kids. New York: Free Press, 1997, pp. 45–46. 14McNeal, Kids As Customers, p. 175. 15Cited in Karen Benezra, “Keeping Burger King on a Roll,”
  • 29. Brandweek, January 15, 1996. 16Cited in “Children’s Online Privacy Proposed Rule Issued by FTC,” press release, Federal Trade Commission, April 20, 1999. 17Quoted in “Is Your Kid Caught Up in the Web?” Consumer Reports, May 1997. sCHLOssER KiD KusTOMERs 523 The site encouraged kids to send Ronald an e-mail revealing their favor- ite menu item at McDonald’s, their favorite book, their favorite sports team—and their name.18 Fast food Web sites no longer ask children to provide personal information without first gaining parental approval; to do so is now a violation of federal law, thanks to the Children’s Online Pri- vacy Protection Act, which took effect in April of 2000. Despite the growing importance of the Internet, television remains 10 the primary medium for children’s advertising. The effects of these TV ads have long been a subject of controversy. In 1978, the Federal Trade Commission (FTC) tried to ban all television ads directed at children seven years old or younger. Many studies had found that young children often could not tell the difference between television programming and televi- sion advertising. They also could not comprehend the real purpose of com- mercials and trusted that advertising claims were true. Michael Pertschuk, the head of the FTC, argued that children need to be shielded from adver- tising that preys upon their immaturity. “They cannot protect themselves,” he said, “against adults who exploit their present-mindedness.”19 The FTC’s proposed ban was supported by the American Academy of 11 Pediatrics, the National Congress of Parents and Teachers, the Consumers Union, and the Child Welfare League, among others. But it was attacked by the National Association of Broadcasters, the Toy Manufacturers of America, and the Association of National Advertisers. The industry groups lobbied Congress to prevent any restrictions on children’s ads and sued in federal court to block Pertschuk from participating in future FTC meet- ings on the subject. In April of 1981, three
  • 30. months after the inauguration of President Ronald Reagan, an FTC staff report argued that a ban on ads aimed at children would be impractical, effectively killing the proposal. “We are delighted by the FTC’s reasonable recommendation,” said the head of the National Association of Broadcasters.20 The Saturday-morning children’s ads that caused angry debates twenty 12 years ago now seem almost quaint. Far from being banned, TV advertising aimed at kids is now broadcast twenty- four hours a day, closed-captioned and in stereo. Nickelodeon, the Disney Channel, the Cartoon Network, and the other children’s cable networks are now responsible for about 80 percent of all television viewing by kids.21 None of these networks existed before 1979. The typical American child now spends about twenty-one hours a week watching television— roughly one and a half months of TV 18See Matthew McAllester, “Life in Cyberspace: What’s McDonald’s Doing with Kids’ E-mail Responses?” Newsday, July 20, 1997. 19Quoted in Linda E. Demkovich, “Pulling the Sweet Tooth of Children’s TV Adver- tising,” National Journal, January 7, 1978. 20Quoted in A. O. Sulzberger, Jr., “FTC Staff Urges End to Child-TV Ad Study,” New York Times, April 3, 1981. 21Cited in Steve McClellan and Richard Tedesco, “Children’s TV Market May Be Played Out,” Broadcasting & Cable, March 1, 1999. 524 CHAPTER 14 BusinEss every year.22 That does not include the time children spend in front of a screen watching videos, playing video games, or using the computer. Out- side of school, the typical American child spends more time watching tele- vision than doing any other activity except sleeping.23 During the course of a year, he or she watches more than thirty thousand TV commercials.24 Even the nation’s youngest children are watching a great deal of
  • 31. television. About one-quarter of American children between the ages of two and five have a TV in their room.25 Perfect Synergy Although the fast food chains annually spend about $3 billion on televi- 13 sion advertising, their marketing efforts directed at children extend far beyond such conventional ads.26 The McDonald’s Corporation now oper- ates more than eight thousand playgrounds at its restaurants in the United States.27 Burger King has more than two thousand.28 A manufacturer of “playlands” explains why fast food operators build these largely plastic structures: “Playlands bring in children, who bring in parents, who bring in money.”29 As American cities and towns spend less money on children’s recreation, fast food restaurants have become gathering spaces for fami- lies with young children. Every month about 90 percent of American chil- dren between the ages of three and nine visit a McDonald’s.30 The seesaws, slides, and pits full of plastic balls have proven to be an effective lure. “But when it gets down to brass tacks,” a Brandweek article on fast food notes, “the key to attracting kids is toys, toys, toys.”31 The fast food industry has forged promotional links with the nation’s 14 leading toy manufacturers, giving away simple toys with children’s meals and selling more elaborate ones at a discount. The major toy crazes of recent years — including Pokémon cards, Cabbage Patch Kids, and Tamogotchis — have been abetted by fast food promotions. A successful promotion easily 22Cited in “Policy Statement: Media Education,” American Academy of Pediatrics, August 1999. 23Cited in “Policy Statement: Children, Adolescents, and Television,” American Academy of Pediatrics, October 1995. 24Cited in Mary C. Martin, “Children’s Understanding of the Intent of Advertising: A Meta-Analysis,” Journal of Public Policy & Marketing, Fall 1997. 25Cited in Lisa Jennings, “Baby, Hand Me the Remote,” Scripps
  • 32. Howard News Ser- vice, October 13, 1999. 26Interview with Lynn Fava, Competitive Media Reporting. 27Cited in “Fast Food and Playgrounds: A Natural Combination,” promotional mate- rial, Playlandservices, Inc. 28Ibid. 29Ibid. 30Cited in Rod Taylor, “The Beanie Factor,” Brandweek, June 16, 1997. 31Sam Bradley and Betsey Spethmann, “Subway’s Kid Pack: The Ties That Sell,” Brandweek, October 10, 1994. sCHLOssER KiD KusTOMERs 525 doubles or triples the weekly sales volume of children’s meals. The chains often distribute numerous versions of a toy, encouraging repeat visits by small children and adult collectors who hope to obtain complete sets. In 1999 McDonald’s distributed eighty different types of Furby. According to a publication called Tomart’s Price Guide to McDonald’s Happy Meal Col- lectibles, some fast food giveaways are now worth hundreds of dollars.32 Rod Taylor, a Brandweek columnist, called McDonald’s 1997 Teenie 15 Beanie Baby giveaway one of the most successful promotions in the his- tory of American advertising.33 At the time McDonald’s sold about 10 mil- lion Happy Meals in a typical week. Over the course of ten days in April of 1997, by including a Teenie Beanie Baby with each purchase, McDon- ald’s sold about 100 million Happy Meals. Rarely has a marketing effort achieved such an extraordinary rate of sales among its intended consum- ers. Happy Meals are marketed to children between the ages of three and nine; within ten days about four Teenie Beanie Baby Happy Meals were sold for every American child in that age group. Not all of those Happy Meals were purchased for children. Many adult collectors bought Teenie Beanie Baby Happy Meals, kept the dolls, and threw away the food. The competition for young customers has led the fast food chains to 16 form marketing alliances not just with toy companies, but with sports leagues and Hollywood studios.
  • 33. McDonald’s has staged promotions with the National Basketball Association and the Olympics. Pizza Hut, Taco Bell, and KFC signed a three-year deal with the NCAA. Wendy’s has linked with the National Hockey League. Burger King and Nickelodeon, Denny’s and Major League Baseball, McDonald’s and the Fox Kids Network have all formed partnerships that mix advertisements for fast food with children’s entertainment. Burger King has sold chicken nuggets shaped like Teletub- bies. McDonald’s now has its own line of children’s videos starring Ronald McDonald. The Wacky Adventures of Ronald McDonald is being produced by Klasky-Csupo, the company that makes Rugrats and The Simpsons. The videos feature the McDonaldland characters and sell for $3.49. “We see this as a great opportunity,” a McDonald’s executive said in a press release, “to create a more meaningful relationship between Ronald and kids.”34 All of these cross-promotions have strengthened the ties between Hol- 17 lywood and the fast food industry. In the past few years, the major studios have started to recruit fast food executives. Susan Frank, a former director of national marketing for McDonald’s, later became a marketing execu- tive at the Fox Kids Network. She now runs a new family- oriented cable 32Meredith Williams, Tomart’s Price Guide to McDonald’s Happy Meal Collectibles (Dayton, Ohio: Tomart Publications, 1995). 33The story of McDonald’s Teenie Beanie Baby promotion can be found in Taylor, “The Beanie Factor.” 34Quoted in “McDonald’s Launches Second Animated Video in Series Starring Ronald McDonald,” press release, McDonald’s Corporation, January 21, 1999. 526 CHAPTER 14 BusinEss network jointly owned by Hallmark Entertainment and the Jim Henson Company, creator of the Muppets. Ken Snelgrove, who for many years worked as a marketer for Burger King and
  • 34. McDonald’s, now works at MGM. Brad Ball, a former senior vice president of marketing at McDon- ald’s, is now the head of marketing for Warner Brothers. Not long after being hired, Ball told the Hollywood Reporter that there was little differ- ence between selling films and selling hamburgers.35 John Cywinski, the former head of marketing at Burger King, became the head of market- ing for Walt Disney’s film division in 1996, then left the job to work for McDonald’s. Forty years after Bozo’s first promotional appearance at a McDonald’s, amid all the marketing deals, giveaways, and executive swaps, America’s fast food culture has become indistinguishable from the popular culture of its children. In May of 1996, the Walt Disney Company signed a ten-year global 18 marketing agreement with the McDonald’s Corporation. By linking with a fast food company, a Hollywood studio typically gains anywhere from $25 million to $45 million in additional advertising for a film, often dou- bling its ad budget. These licensing deals are usually negotiated on a per- film basis; the 1996 agreement with Disney gave McDonald’s exclusive rights to that studio’s output of films and videos. Some industry observers thought Disney benefited more from the deal, gaining a steady source of marketing funds.36 According to the terms of the agreement, Disney char- acters could never be depicted sitting in a McDonald’s restaurant or eating any of the chain’s food. In the early 1980s, the McDonald’s Corporation had turned away offers to buy Disney; a decade later, McDonald’s execu- tives sounded a bit defensive about having given Disney greater control over how their joint promotions would be run.37 “A lot of people can’t get used to the fact that two big global brands with this kind of credibility can forge this kind of working relationship,” a McDonald’s executive told a reporter. “It’s about their theme parks, their next movie, their characters, their videos. . . . It’s bigger than a hamburger. It’s about the integration of our two brands, long- term.”38 The life’s work of Walt Disney and Ray Kroc had come full-
  • 35. circle, unit- 19 ing in perfect synergy. McDonald’s began to sell its hamburgers and french fries at Disney’s theme parks. The ethos of McDonaldland and of Disney- land, never far apart, have finally become one. Now you can buy a Happy Meal at the Happiest Place on Earth. 35See T. L. Stanley, Hollywood Reporter, May 26, 1998. 36See Thomas R. King, “Mickey May Be the Big Winner in Disney-McDonald’s Alli- ance,” Wall Street Journal, May 24, 1996. 37See Monci Jo Williams, “McDonald’s Refuses to Plateau,” Fortune, November 12, 1984. 38Quoted in James Bates, “You Want First-Run Features with Those Fries?” News- day, May 11, 1997. Ronni Taylor Kathy Rowley 11/1/12 Reader Response Reader Response: Why Games Are Good For You Steve Johnson writes in his article, “Why Games are Good For You” that “It’s not what you are thinking about when you’re playing the game, it’s the way you are thinking that matters” (Johnson 493). Though this is true for video games, I wonder if it can also be true for reading. This article showed video gaming in the educational light while trying to relate it to how we view recreational reading. As a lover of books this article had areas in which it tried to attack or change how I think about reading. In the text Johnson tries to explain the relevance of video gaming by appealing to a hypothetical alternate reality. This is in actuality a logical fallacy called “hypothesis contrary to fact” where instead of using facts to create an argument, the speaker uses a hypothetical situations as a substitute. I perceived this example of an alternate reality as an attack on my beliefs. I
  • 36. don’t think there will ever be a point where we can view books as less educational than video games. Learning is almost always an accidental occurrence when playing a video game; it is not the main point. Reading on the other hand is an enjoyable and entertaining tool we use specifically to learn. This article did not only attack a way of thinking, but it also changed how I view video games. Reading is still my favorite past time, but now after reading this article I understand the merits of video games as well. Johnson included an anecdote about him playing a video game with his nephew whom through the process learned quickly how the “tax rates in industrial areas can stifle development” (491). After watching a game played for a short time a seven year old could spit out a complex idea like that. I found this fascinating. But more than anything I was interested in how the author explained that games allow people to think differently and approach situations with different views. I liked that. The idea that what you learn isn’t as important as how you learn. My overall reaction to this text was confusion. I didn’t know if someone trying to compare reading and gaming should offend me or if I should just go with it. I think I would recommend this article to people who enjoy video games, but also to people who think video games are a waste of time. Both would benefit from learning the virtues of gaming.