The author talks about the sleeper curve and defines it as the thought stimulation that occurs because of the present day pop culture. The writer’s major point of emphasis whenever he refers to pop culture is video games…
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That was when he started to design games of the same nature at the age of about 13. The entire purpose behind the story was to inform the readers how innovatively a young mind was working and that he certainly wasn’t taught to think that way in a classroom. The writer solemnly believes that the kind of thinking he was doing was the result of the video games and sitcoms that were popular at his time. The writer’s major argument here is that today’s pop culture does not affect the individuals, in fact it is the other way round. The pop culture is the result of the system. The writer goes on to say that he doesn’t believe that today’s pop culture make it to the bracket of masterpieces but it certainly has more depth and meaning than it appears to have. The writer believes the sleeper curve to be the most important force that is affecting mental development in this age. He believes it to enhance thinking and improved behavior in members of the society rather than the opposite. The opposing position to this argument is that the pop culture enhanced by the popularity of video games knows no boundaries. The sex, violence and profanity not just give out a negative image of the society as a whole, it corrupts it. Columnist Suzanne Fields puts it best; it is shameful to think about how many people are exposed to the worst traits within their society. The boundaries of acceptable conduct have become murky because people believe it is okay for them to act in accordance with what the pop culture is showing them. The writer’s major argument is that media doesn’t corrupt society, it is a result of the corrupted society. The pop culture in the form of video games is a reflection of the real world, the world that isn’t the so happy and safe place people want it portrayed like. The author also says that it is not the content of the pop culture that matters but one need to look at the positive thought process it is responsible for. The writer goes on to acknowledge the benefits of conventional learning forms such as books admitting that they are the best vehicle of learning but argues that video games can provide with the same benefits. The only problem people have with them is that they came later on. If video games were the conventional form of learning and books were introduced after them, people would have the same reaction to books. He says that people are just resistant to change and adapting to modes like television and video games as learning sources it just a matter of being better acclimatized with them. Video games benefits are simply not limited to better hand and eye coordination, it offers much more. In retrospect, video gaming is a more effective form of learning for it is more engaging, interactive and generally more enduring. It packages learning with the element of fun delivering lessons without boring people. In fact, many a times when individuals are not playing, they are thinking about how to overcome a particular obstacle in the game. As such, video games encourage and foster personal as well as mental development. The writer of the book comes across as impartial. True he has very strong beliefs about the pop culture especially video games believing them to be a positive driver of the society. However, it cannot be ignored that the writer acknowledges the other point of view and gives it due consideration. This entire book is not arguing what activists against
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