I believe that the Sleeper Curve is the single most important new force altering the mental development of young people today, and I believe it is largely a force for good: enhancing our cognitive faculties, not dumbing them down... Judged by that morality-play standard, the story of popular culture over the past 50 years -- if not 500 -- is a story of decline: the morals of the stories have grown darker and more ambiguous, and the antiheroes have multiplied.
But another kind of televised intelligence is on the rise. Think of the cognitive benefits conventionally ascribed to reading: attention, patience, retention, the parsing of narrative threads. Over the last half-century, programming on TV has increased the demands it places on precisely these mental faculties. This growing complexity involves three primary elements: multiple threading, flashing arrows and social networks.
A contemporary drama like ''The West Wing,'' on the other hand, constantly embeds mysteries into the present-tense events: you see characters performing actions or discussing events about which crucial information has been deliberately withheld. Anyone who has watched more than a handful of ''The West Wing'' episodes closely will know the feeling: scene after scene refers to some clearly crucial but unexplained piece of information, and after the sixth reference, you'll find yourself wishing you could rewind the tape to figure out what they're talking about, assuming you've missed something. And then you realize that you're supposed to be confused. The open question posed by these sequences is not ''How will this turn out in the end?'' The question is ''What's happening right now?''
The deliberate lack of hand-holding extends down to the microlevel of dialogue as well. Popular entertainment that addresses technical issues -- whether they are the intricacies of passing legislation, or of performing a heart bypass, or of operating a particle accelerator -- conventionally switches between two modes of information in dialogue: texture and substance. Texture is all the arcane verbiage provided to convince the viewer that they're watching Actual Doctors at Work; substance is the material planted amid the background texture that the viewer needs make sense of the plot.
If early television took its cues from the stage, today's reality programming is reliably structured like a video game: a series of competitive tests, growing more challenging over time. Many reality shows borrow a subtler device from gaming culture as well: the rules aren't fully established at the outset. You learn as you play.
Reality programming borrowed another key ingredient from games: the intellectual labor of probing the system's rules for weak spots and opportunities. As each show discloses its conventions, and each participant reveals his or her personality traits and background, the intrigue in watching comes from figuring out how the participants should best navigate the environment that has been created for them. The pleasure in these shows comes not from watching other people being humiliated on national television; it comes from depositing other people in a complex, high-pressure environment where no established strategies exist and watching them find their bearings... When we watch these shows, the part of our brain that monitors the emotional lives of the people around us -- the part that tracks subtle shifts in intonation and gesture and facial expression -- scrutinizes the action on the screen, looking for clues. We trust certain characters implicitly and vote others off the island in a heartbeat. Traditional narrative shows also trigger emotional connections to the characters, but those connections don't have the same participatory effect, because traditional narratives aren't explicitly about strategy. The phrase ''Monday-morning quarterbacking'' describes the engaged feeling that spectators have in relation to games as opposed to stories. We absorb stories, but we second-guess games. Reality programming has brought that second-guessing to prime time, only the game in question revolves around social dexterity rather than the physical kind.
Of course, the entertainment industry isn't increasing the cognitive complexity of its products for charitable reasons. The Sleeper Curve exists because there's money to be made by making culture smarter. The economics of television syndication and DVD sales mean that there's a tremendous financial pressure to make programs that can be watched multiple times, revealing new nuances and shadings on the third viewing. Meanwhile, the Web has created a forum for annotation and commentary that allows more complicated shows to prosper, thanks to the fan sites where each episode of shows like ''Lost'' or ''Alias'' is dissected with an intensity usually reserved for Talmud scholars. Finally, interactive games have trained a new generation of media consumers to probe complex environments and to think on their feet, and that gamer audience has now come to expect the same challenges from their television shows. In the end, the Sleeper Curve tells us something about the human mind. It may be drawn toward the sensational where content is concerned -- sex does sell, after all. But the mind also likes to be challenged; there's real pleasure to be found in solving puzzles, detecting patterns or unpacking a complex narrative system.
If your kids want to watch reality TV, encourage them to watch ''Survivor'' over ''Fear Factor.'' If they want to watch a mystery show, encourage ''24'' over ''Law and Order.'' If they want to play a violent game, encourage Grand Theft Auto over Quake. Indeed, it might be just as helpful to have a rating system that used mental labor and not obscenity and violence as its classification scheme for the world of mass culture.
The kids are forced to think like grown-ups: analyzing complex social networks, managing resources, tracking subtle narrative intertwinings, recognizing long-term patterns. The grown-ups, in turn, get to learn from the kids: decoding each new technological wave, parsing the interfaces and discovering the intellectual rewards of play. Parents should see this as an opportunity, not a crisis. Smart culture is no longer something you force your kids to ingest, like green vegetables. It's something you share." The information density we have to digest has multiplied exponentially. If you watch a TV screen these days, it's packed with info, even a basic football game broadcast is layered with player/game stats, commentaries, in addition to game itself. I can definitely say we the humans are getting collectively smarter, but not for better. Smart = intelligence != wisdom and truth.

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