Over the past 30 years, popular culture has become more complex and intellectually challenging. That might not sound like the beginning of an extremely bold diagnosis. General trends have been observed here in films, television, and more recently, digital media has consistently heightened mental acuity of those who use them (Johnson, pp. 25-28).
In this paper, it has been discussed that the popular culture of today is making people wiser. People have analyzed that at times, bad is useful. Everything Bad Is Good for You. How today's Popular Culture Is Actually Making Us Smarter, all that with, its useful resources. How modern mass culture makes us the wiser.
Discussion
According to several analysts, every form of media consumption is a kind of mental training, which they call “positive brainwashing". Even the stupidest program has the ultimate balance of useful intelligence. This upward trend is called sleeper Curve or snooze curve, referring to the Woody Allen film" Sleeper "in 1973. In the film, the scientists of the future take place in the head, which previous generations could not see the value of nutrients contained in the steak, ice cream and whipped cream (Johnson, pp. 25-28).
It is not in defense of the aesthetic aspects of cultural garbage, but it uses a system analysis: the construction of media products has become more ambitious except their contents. It is a mental work instead of a communicated value, to which the media are forcing consumers and cognitive tools that it manufactures. Today's mass culture cannot show us the way to virtue, but it gives us intelligence (Hutchison, pp.214-218).
The most convincing argument on computer games is that it is guided by the results of the gradually growing, independent field research analyzing the game, called ludology. It makes it easy to see the positive impact on the development of specific cognitive abilities. According to studies, forcing the game to make decisions, learn how to meditate "for" and "against", analyzing situations and developing strategies. With the appearance of the character is in the process of learning as much as in the game of chess (Johnson, pp. 25-28).
Therefore, it has been more surprising analysis conducted by studies of television. For example, looking at today, we are able to play one section of the entire network of relationships that exists between the characters of the show. Proceedings of clan members are predictable, and viewers realize the characteristics of their ...