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Pod 36 – Trapped Guru of the Games




_______________________________________________________

By Geraldo Seabra *


This is not a fight for boxing, but that could well have been a duel of Titans! After
all, on the one hand, the renowned journalist Bob Thompson, the Washington Post
newspaper. The other, Steven Johnson, one of the most prominent defenders of
cyberculture. The interview with the man was published in a clash Tuesday, June
21, 2005. Despite the time, even today, many parents and educators lose sleep on
account of the revelations of bombastic Steven Johnson, on the secret world of
videogames. With statements such as: quot;the violent games and TV are excellent for
stimulating the brain,quot; Johnson amazed the world, contrary to indisputable truths of
science. The interview had a tone of impound Steven Johnson, author of books like
'Interface Culture quot;(1997) and' Amazing: television and video make us smarter
'(2007). But neither the somewhat provocative headline: The quot;Badquot; Guy, or the bad
boy, in portuguese, was able to get the mood of the latest guru of videogames.
Throughout the interview, the journalist tried to put Johnson on a wall, sometimes
with trick without much connection, revealing little intimacy with the subject. In
defending himself from criticism of his book 'All that is bad is good for you,
quot;Johnson reiterated that the work is an allusion to the narratives of violent games.
Is also a reference to the content of programs of dubious quality conveyed by TV
that, according to Johnson, are excellent for the growth of cognition of young
people. Of course, the book was written deliberately as a way to cause controversy
just to get the attention mainly of parents and educators to question. While
admitting it is a unilateral work, Johnson responds, saying it could have written a
book longer and more balanced. However, he emphasizes that this is the type of
book that nobody reads. Generally in their books, Johnson does not speak of
absolute concepts, but the trends. In the last 30 years, the trend showed that the
_______________________________________________________

TV and games have become more cognitively demanding. when it comes to
games, Johnson relies on some of the neurosciences. Suggests that human brains
are designed for systems and structures operate under its rewards, clearly defined
when explore the environment. Johnson says that quot;the operation is an essential
part of this exchange cognitiva. players have to figure out the rules as they
advance in the plot of the game. And its heavy artillery fire, quot;no other way into pop
culture, the brain directly as a decision, like the games.quot; According to Johnson,
quot;the power of games to capture involves the ability to touch the natural reward
circuit of the brain.quot; As a sabbath of inquisitor against the heretic, the journalist
points supposed factor of addictive games: - quot;Mr. Johnson, the games would not
be the digital equivalent of crack?quot; In response, Johnson released from the hand of
the syndrome called red wine. if taken in excess, the drink may cause serious
problems. But if eaten in moderation, can even do well to health, say many
scientists. It is clear that good games are not pieces of Hamlet or novels of Don
Casmurro. Indeed, the narrative of the video works on a mathematical logic. On
some fundamental level, the games are good for our cognition: quot;teach how to deal
with skills and expertise in probability, in pattern recognition, in understanding
causal relations that can be applied in countless situations, both personal and
professional.quot; Oh, please, Mister Johnson! - quot;It would be easier than our children
learn to turn off the TV once and videogames and would interact with real human
beings?quot; Yes, it would be, Johnson said, plainly. But, continued the guru of the
electronic games. Most people pass much of their time in front of computer
screens. Therefore, it is not a diversion of behavior, but something inherent to our
culture. Today it is common among children under 5 years, following the morning
ritual: turn on the computer, enter the user account, enter login and password for
access, enter sites of games and start playing interactive games. So rebate
Johnson, before the child begins to read and write, she already has a life of its own
_______________________________________________________

within the screen. It is true that the games are bad for your TV and quot;training of our
young people, that is broken in a sustained argument in relation only in the purely
textual or narrative. Or at least an argument thatquot; does not lead to a true
interactivity quot;as that offered by videogames. Despite the unquestionable argument
of Johnson, the journalist counter-attacked: -quot;And the possible diversion of
behavior on behalf of the narratives of the games?” Calm, as always, Johnson
fired: - quot;We still have schools, parents and the popular wisdom, which teaches that
the culture still can not pass ...quot;


*Journalist publisher of the Blog’ NewsGames


Go home Blog: http://blogdonewsgames.blogspot.com/
Listen to our Podcast: http://seabhra.podomatic.com/
Subscribe to our Podcast: http://seabhra.podomatic.com/rss2.xml
Watch WebTV NewsGames: http://blogdonewsgames.blogspot.com/
Versão em português


                  Pod 36 – Encurralando o Guru dos Games




_______________________________________________________

Por Geraldo Seabra*


Não se trata de uma luta de boxe, mas bem que poderia ter sido considerado um
duelo de titãs! Afinal, de um lado, o renomado jornalista Bob Thompson, do jornal
Washington Post. Do outro, Steven Johnson, um dos mais proeminentes
defensores da cibercultura. A entrevista com cara de embate foi publicada numa
terça-feira, 21 de junho de 2005. Apesar do tempo, ainda hoje, muitos pais e
educadores perdem o sono por conta das revelações bombásticas de Steven
Johnson, sobre o mundo secreto dos videogames. Com afirmações do tipo: “os
games violentos e a TV são excelentes estimuladores para o cérebro”, Johnson
espantou o mundo, contrariando até verdades insofismáveis da ciência. A
entrevista teve um tom de encurralar Steven Johnson, autor de livros como
‘Cultura da Interface’ (1997) e ‘Surpreendente: a televisão e o videogame nos
tornam mais inteligentes’ (2007). Mas nem a manchete um tanto quanto
provocativa: The 'Bad' Guy, ou o garoto mal, em português, foi capaz de tirar o
humor do mais novo guru dos videogames. Ao longo da entrevista, o jornalista
tentou colocar Johnson contra a parede, às vezes, com pegadinhas sem muito
nexo, revelando pouca intimidade com o tema. Ao se defender de críticas ao seu
livro ‘Tudo que é ruim é bom para você”, Johnson reafirmou que a obra faz uma
alusão às narrativas dos games violentos. Faz ainda uma referência aos
programas de conteúdo de qualidade duvidosa veiculados pela TV que, segundo
Johnson, são excelentes para o aumento de cognição dos jovens. Claro, o livro foi
escrito deliberadamente como forma de justamente provocar polêmica para
chamar a atenção principalmente de pais e educadores para a questão. Apesar de
_______________________________________________________

admitir tratar-se de uma obra unilateral, Johnson retruca, ao dizer que poderia ter
escrito um livro mais longo e muito mais equilibrado. No entanto, ressalta que esse
é o tipo de livro que ninguém lê. De modo geral em seus livros, Johnson não fala
de concepções absolutas, mas de tendências. Nos últimos 30 anos, a tendência
mostrou que os games e a TV se tornaram cognitivamente mais exigentes.
quando se trata de jogos, Johnson invoca algumas das neurociências. Sugere que
os cérebros humanos são desenhados para sistemas, e suas estruturas
funcionam   sob    recompensas,     claramente   definidas   quando exploramos    o
ambiente. Johnson afirma que “a exploração é parte fundamental dessa troca
cognitiva. os jogadores têm de descobrir as regras à medida que vão avançando
na trama do jogo. E dispara a sua artilharia pesada: “nenhuma outra forma da
cultura pop contrata, tão diretamente do cérebro a tomada de decisão, como
fazem os jogos eletrônicos”. Segundo Johnson, “o poder dos jogos para
cativar envolve a sua capacidade natural de tocar o circuito de recompensa do
cérebro”. Como numa sabatina do inquisidor contra o herege, o jornalista aponta
suposto fator viciante dos jogos: - “senhor Johnson, os games não seriam o
equivalente digital do crack?” Como resposta, Johnson lançou mão da chamada
síndrome do vinho tinto. se tomado em excesso, a bebida pode causar sérios
problemas. Mas, se ingerida com moderação, até pode fazer bem à saúde,
afirmam muitos cientistas. É bom esclarecer que jogos não são peças de Hamlet
ou romances de Dom Casmurro. Na verdade, a narrativa dos videogames
funciona sob uma lógica matemática. Em alguns níveis fundamentais, os games
são bons para a nossa cognição: “ensinam como lidar com habilidades e
competências      nas   probabilidades,   em   reconhecimento   de   padrões,    no
entendimento de relações causais que podem ser aplicados em inúmeras
situações, tanto pessoal quanto profissional”. Ah, por favor, mister Johnson! –
“Não seria mais fácil que nossas crianças aprendessem logo a desligar a TV e os
_______________________________________________________

videogames e passassem a interagir com os seres humanos reais?” Sim, seria,
respondeu Johnson, despretensiosamente. Mas, prosseguiu o guru dos jogos
eletrônicos. A maioria das pessoas passa boa parte de seu tempo em frente a
telas de computador. Portanto, não se trata de um desvio de comportamento, mas
de algo inerente à nossa cultura. Hoje em dia é comum entre crianças menores de
5 anos o seguinte ritual logo pela manhã: ligar o computador, entrar na conta de
utilizador, inserir senha e login de acesso, entrar em sites de jogos e começar a
jogar games interativos. Portanto, rebate Johnson, antes de a criança começar a
ler e escrever, ela já tem uma vida própria dentro do ecrã. É verdade que os
games e a TV fazem mal à quot;formação de nossos jovens, isso se partirmos de um
argumento sustentado apenas na relação textual ou meramente na narrativa. Ou,
pelo   menos,     em    um     argumento     que    quot;não      implique   em   uma
verdadeira interatividade” como aquela proporcionada pelos videogames. Apesar
da inquestionável argumentação de Johnson, o jornalista contra-atacou: - “E os
possíveis desvios de comportamento por conta das narrativas dos games? Calmo,
como sempre, Johnson disparou: - quot;ainda temos as escolas, os pais e a sabedoria
popular, que ensina o que a cultura ainda não consegue transmitir...”


* Jornalista editor do Blog’ NewsGames


Acesse home do Blog: http://blogdonewsgames.blogspot.com/
Ouça nosso Podcast: http://seabhra.podomatic.com/
Assine nosso Podcast: http://seabhra.podomatic.com/rss2.xml
Assista WebTV NewsGames: http://blogdonewsgamesnews.blogspot.com/

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Podcast 36 - Trapped Guru of the Games

  • 1. Pod 36 – Trapped Guru of the Games _______________________________________________________ By Geraldo Seabra * This is not a fight for boxing, but that could well have been a duel of Titans! After all, on the one hand, the renowned journalist Bob Thompson, the Washington Post newspaper. The other, Steven Johnson, one of the most prominent defenders of cyberculture. The interview with the man was published in a clash Tuesday, June 21, 2005. Despite the time, even today, many parents and educators lose sleep on account of the revelations of bombastic Steven Johnson, on the secret world of videogames. With statements such as: quot;the violent games and TV are excellent for stimulating the brain,quot; Johnson amazed the world, contrary to indisputable truths of science. The interview had a tone of impound Steven Johnson, author of books like 'Interface Culture quot;(1997) and' Amazing: television and video make us smarter '(2007). But neither the somewhat provocative headline: The quot;Badquot; Guy, or the bad boy, in portuguese, was able to get the mood of the latest guru of videogames. Throughout the interview, the journalist tried to put Johnson on a wall, sometimes with trick without much connection, revealing little intimacy with the subject. In defending himself from criticism of his book 'All that is bad is good for you, quot;Johnson reiterated that the work is an allusion to the narratives of violent games. Is also a reference to the content of programs of dubious quality conveyed by TV that, according to Johnson, are excellent for the growth of cognition of young people. Of course, the book was written deliberately as a way to cause controversy just to get the attention mainly of parents and educators to question. While admitting it is a unilateral work, Johnson responds, saying it could have written a book longer and more balanced. However, he emphasizes that this is the type of book that nobody reads. Generally in their books, Johnson does not speak of absolute concepts, but the trends. In the last 30 years, the trend showed that the
  • 2. _______________________________________________________ TV and games have become more cognitively demanding. when it comes to games, Johnson relies on some of the neurosciences. Suggests that human brains are designed for systems and structures operate under its rewards, clearly defined when explore the environment. Johnson says that quot;the operation is an essential part of this exchange cognitiva. players have to figure out the rules as they advance in the plot of the game. And its heavy artillery fire, quot;no other way into pop culture, the brain directly as a decision, like the games.quot; According to Johnson, quot;the power of games to capture involves the ability to touch the natural reward circuit of the brain.quot; As a sabbath of inquisitor against the heretic, the journalist points supposed factor of addictive games: - quot;Mr. Johnson, the games would not be the digital equivalent of crack?quot; In response, Johnson released from the hand of the syndrome called red wine. if taken in excess, the drink may cause serious problems. But if eaten in moderation, can even do well to health, say many scientists. It is clear that good games are not pieces of Hamlet or novels of Don Casmurro. Indeed, the narrative of the video works on a mathematical logic. On some fundamental level, the games are good for our cognition: quot;teach how to deal with skills and expertise in probability, in pattern recognition, in understanding causal relations that can be applied in countless situations, both personal and professional.quot; Oh, please, Mister Johnson! - quot;It would be easier than our children learn to turn off the TV once and videogames and would interact with real human beings?quot; Yes, it would be, Johnson said, plainly. But, continued the guru of the electronic games. Most people pass much of their time in front of computer screens. Therefore, it is not a diversion of behavior, but something inherent to our culture. Today it is common among children under 5 years, following the morning ritual: turn on the computer, enter the user account, enter login and password for access, enter sites of games and start playing interactive games. So rebate Johnson, before the child begins to read and write, she already has a life of its own
  • 3. _______________________________________________________ within the screen. It is true that the games are bad for your TV and quot;training of our young people, that is broken in a sustained argument in relation only in the purely textual or narrative. Or at least an argument thatquot; does not lead to a true interactivity quot;as that offered by videogames. Despite the unquestionable argument of Johnson, the journalist counter-attacked: -quot;And the possible diversion of behavior on behalf of the narratives of the games?” Calm, as always, Johnson fired: - quot;We still have schools, parents and the popular wisdom, which teaches that the culture still can not pass ...quot; *Journalist publisher of the Blog’ NewsGames Go home Blog: http://blogdonewsgames.blogspot.com/ Listen to our Podcast: http://seabhra.podomatic.com/ Subscribe to our Podcast: http://seabhra.podomatic.com/rss2.xml Watch WebTV NewsGames: http://blogdonewsgames.blogspot.com/
  • 4. Versão em português Pod 36 – Encurralando o Guru dos Games _______________________________________________________ Por Geraldo Seabra* Não se trata de uma luta de boxe, mas bem que poderia ter sido considerado um duelo de titãs! Afinal, de um lado, o renomado jornalista Bob Thompson, do jornal Washington Post. Do outro, Steven Johnson, um dos mais proeminentes defensores da cibercultura. A entrevista com cara de embate foi publicada numa terça-feira, 21 de junho de 2005. Apesar do tempo, ainda hoje, muitos pais e educadores perdem o sono por conta das revelações bombásticas de Steven Johnson, sobre o mundo secreto dos videogames. Com afirmações do tipo: “os games violentos e a TV são excelentes estimuladores para o cérebro”, Johnson espantou o mundo, contrariando até verdades insofismáveis da ciência. A entrevista teve um tom de encurralar Steven Johnson, autor de livros como ‘Cultura da Interface’ (1997) e ‘Surpreendente: a televisão e o videogame nos tornam mais inteligentes’ (2007). Mas nem a manchete um tanto quanto provocativa: The 'Bad' Guy, ou o garoto mal, em português, foi capaz de tirar o humor do mais novo guru dos videogames. Ao longo da entrevista, o jornalista tentou colocar Johnson contra a parede, às vezes, com pegadinhas sem muito nexo, revelando pouca intimidade com o tema. Ao se defender de críticas ao seu livro ‘Tudo que é ruim é bom para você”, Johnson reafirmou que a obra faz uma alusão às narrativas dos games violentos. Faz ainda uma referência aos programas de conteúdo de qualidade duvidosa veiculados pela TV que, segundo Johnson, são excelentes para o aumento de cognição dos jovens. Claro, o livro foi escrito deliberadamente como forma de justamente provocar polêmica para chamar a atenção principalmente de pais e educadores para a questão. Apesar de
  • 5. _______________________________________________________ admitir tratar-se de uma obra unilateral, Johnson retruca, ao dizer que poderia ter escrito um livro mais longo e muito mais equilibrado. No entanto, ressalta que esse é o tipo de livro que ninguém lê. De modo geral em seus livros, Johnson não fala de concepções absolutas, mas de tendências. Nos últimos 30 anos, a tendência mostrou que os games e a TV se tornaram cognitivamente mais exigentes. quando se trata de jogos, Johnson invoca algumas das neurociências. Sugere que os cérebros humanos são desenhados para sistemas, e suas estruturas funcionam sob recompensas, claramente definidas quando exploramos o ambiente. Johnson afirma que “a exploração é parte fundamental dessa troca cognitiva. os jogadores têm de descobrir as regras à medida que vão avançando na trama do jogo. E dispara a sua artilharia pesada: “nenhuma outra forma da cultura pop contrata, tão diretamente do cérebro a tomada de decisão, como fazem os jogos eletrônicos”. Segundo Johnson, “o poder dos jogos para cativar envolve a sua capacidade natural de tocar o circuito de recompensa do cérebro”. Como numa sabatina do inquisidor contra o herege, o jornalista aponta suposto fator viciante dos jogos: - “senhor Johnson, os games não seriam o equivalente digital do crack?” Como resposta, Johnson lançou mão da chamada síndrome do vinho tinto. se tomado em excesso, a bebida pode causar sérios problemas. Mas, se ingerida com moderação, até pode fazer bem à saúde, afirmam muitos cientistas. É bom esclarecer que jogos não são peças de Hamlet ou romances de Dom Casmurro. Na verdade, a narrativa dos videogames funciona sob uma lógica matemática. Em alguns níveis fundamentais, os games são bons para a nossa cognição: “ensinam como lidar com habilidades e competências nas probabilidades, em reconhecimento de padrões, no entendimento de relações causais que podem ser aplicados em inúmeras situações, tanto pessoal quanto profissional”. Ah, por favor, mister Johnson! – “Não seria mais fácil que nossas crianças aprendessem logo a desligar a TV e os
  • 6. _______________________________________________________ videogames e passassem a interagir com os seres humanos reais?” Sim, seria, respondeu Johnson, despretensiosamente. Mas, prosseguiu o guru dos jogos eletrônicos. A maioria das pessoas passa boa parte de seu tempo em frente a telas de computador. Portanto, não se trata de um desvio de comportamento, mas de algo inerente à nossa cultura. Hoje em dia é comum entre crianças menores de 5 anos o seguinte ritual logo pela manhã: ligar o computador, entrar na conta de utilizador, inserir senha e login de acesso, entrar em sites de jogos e começar a jogar games interativos. Portanto, rebate Johnson, antes de a criança começar a ler e escrever, ela já tem uma vida própria dentro do ecrã. É verdade que os games e a TV fazem mal à quot;formação de nossos jovens, isso se partirmos de um argumento sustentado apenas na relação textual ou meramente na narrativa. Ou, pelo menos, em um argumento que quot;não implique em uma verdadeira interatividade” como aquela proporcionada pelos videogames. Apesar da inquestionável argumentação de Johnson, o jornalista contra-atacou: - “E os possíveis desvios de comportamento por conta das narrativas dos games? Calmo, como sempre, Johnson disparou: - quot;ainda temos as escolas, os pais e a sabedoria popular, que ensina o que a cultura ainda não consegue transmitir...” * Jornalista editor do Blog’ NewsGames Acesse home do Blog: http://blogdonewsgames.blogspot.com/ Ouça nosso Podcast: http://seabhra.podomatic.com/ Assine nosso Podcast: http://seabhra.podomatic.com/rss2.xml Assista WebTV NewsGames: http://blogdonewsgamesnews.blogspot.com/