A Critical Review of Nicholas Carr’s The Shallows: What the Internet is Doing to our Brains By Matt Hibbard Social and Ethical issues in the Digital Age SUNY Empire State College Dr. Jase Teoh April 9, 2014 Introduction / Summary The Shallows: What the Internet is Doing to our Brains is a book written by Nicholas Carr and published by the W.W. Norton & Company in 2010. Carr has written several books on topics that deal with technology, business and culture. He is also a columnist for several news publications including the Atlantic, the New York Times, and the Wall Street Journal. In 2008, Carr wrote an essay for the Atlantic title Is Google Making Us Stupid? Carr used this essay to prompt his readers to think about how the Internet and their online habits have changed the way people think and are able to concentrate deeply. This book combines casual observations, historical perspectives, and actual science, including neuroscience, to study how our brains have adapted to this new technology over the years. It is a very thought provoking look at ourselves and how our interaction with modern technology and new forms of media have changed the way we think, read, and engage in the learning process. Author’s Main Theme / Thesis The Shallows is Carr’s attempt to expand on his thoughts from the 2008 essay and to show how evolutions in various forms of media, including the Internet, have essentially altered the channels that our brains use to think and learn. He argues that as we have moved from printed text to online multi-media, our brains have shifted from becoming deeply engaged in the whole content, concentrating on the whole message, and reflecting on the message to being something more like a quick searching browsing machine that skims over titles and uses search tools to find specific pieces of information in fast and efficient manners. In the prologue The Watchdog and the Thief, Carr refers to the works of media professor Marshal McLuhan who coined the phrase “The Medium is the Message.” McLuhan studied the effects of media on people’s intellect and culture from the 1960s through the 1980s. McLuhan believed back then, as Carr does now, that people get caught up in the content of the media and in the process they lose sight of what the media that is delivering that content is doing to their lives. Internet enthusiasts tend to exploit the great things that are available to enhance our lives today as a result of the technology and new media opportunities. Carr believes that as this is happening, our brains, and our lives for that matter, are suffering from a fundamental transformation on how we seek knowledge and our abilities to do so effectively. Main Points and Supporting Arguments The most compelling arguments that Carr makes come from scientific studies and research that has been conducted that demonstrate how the Internet can affect brain functions and how we think. In Chapter One Hal and Me Carr quotes a philosophy major from Florida State University that suggests books are irrelevant, don’t make sense, and are a waste of time because he can use Google to find the information he needs faster. He then points out a study conducted by a research company that studied 6000 kids on their internet use and found a large portion of them did not actually read as we traditionally do, from left to right and from top to bottom. Instead, they found these students would scan all around somewhat randomly to try and find the information they needed. In Chapter Two The Vital Paths Carr refers to the concept of “neuroplasticity” which suggests that the nerves, circuitry, sensory channels, etc. in our brains that dictate the way we do things are not hardwired. Instead, they are plastic and malleable, meaning they can be changed in time given proper stimulus. He starts this argument by illustrating how the brain and the nervous system has been able to make remarkable recoveries from traumatic injuries, but also points out the work of notable neuroscience experts that claim these types of transformations occur continuously in the brain, even without traumatic stimulus. In fact, the simple process of learning how to do something is an example of how our brains are continuously adapting to new stimulus. The suggestion is that as the Internet presents us with techniques for getting to the information and knowledge we are seeking in a quick hit manner, our brain circuitry is actually adapting to this new stimulus and is essentially being “trained” to seek knowledge in this manner. At the same time, the circuitry that used to allow us to engage in deep reading of text, long passages, and intense concentration is no longer intact. Is this really a problem though? Opponents of Carr’s views, such as the Florida State student mentioned earlier, do not see much value in deep reading of text, long book passages, etc. In other words, is there value to literature? Carr addresses this in Chapter Three Tools of the Mind where he makes comparisons of the oral language before the alphabet and widespread access to the printed word and how restrictive it was. He makes a solid argument that since people started reading, literacy has led to monumental developments of knowledge in history, science, language, philosophy, and many other subjects. Furthermore, the ability to write, closely related to the ability to read, is a priceless trait that a human can possess. As the Internet influences us to read less, it is assumed that our writing ability will deteriorate with it. Together, these two phenomenons will lead to a diminishment of humanity. Carr expands further on this concept in Chapter Four The Deepening Page by making an argument that literature, reading, and writing has been one of the main driving forces in peoples’ abilities to think abstractly and express themselves in artistic ways. Getting back to the studies, Carr cites numerous studies in Chapter Five A Medium of the Most General Nature that shows how much more time people spend in front of their computer or TV screens and how much less time they are spending reading printed text. The suggestion is that there is an overall trend among people to rely more on visual and audio media for information, entertainment, etc., than on the traditional printed word. This alone is not much of an argument as one could argue that much of what people are doing in front of their screens is still reading. However, in Chapter Six The Very Image of a Book, Carr points out how reading electronic text, even electronic books such as Kindle books, still presents too many opportunities for distractions. He cites numerous review critics who wrote about their electronic reading experiences and it seems to stand out that the concept of being at your computer where you have ongoing access to the Internet, social media, and e-mail (even if these have nothing to do with what you are reading) presents a level of distraction that is not experienced when reading a traditional book. This problem is likely to become more of an issue as more people choose to interact with these e-reader programs via their mobile technology such as Ipads, smartphones, etc. In Chapter Seven The Juggler’s Brain, Carr offers up some information in an attempt to discredit the Flynn Theory which suggests that the IQ of people continues to get higher and higher, an argument that many advocates of computer technology, video games, and digital media often use to claim that such technology is making us smarter. He notes that the Flynn Theory was being observed long before the general public had widespread access to computers and the Web. In addition, Carr points out that other measures of mental abilities, such as the PSAT exams, suggest that we are not getting smarter and in fact are scoring worse than ever in areas such as critical reading and writing. Furthermore, it is interesting to note that the IQ scores of citizens in Norway, Denmark, and the United Kingdom, who are among the heaviest users of mobile technology, have not increased and in some cases have slightly decreased in recent years. The overall theme of how digital media is making it harder for us to focus and learn with intense concentration and critical thought is analogized in Chapter Eight The Church of Google to Leo Marx’s assessment of the writings of Nathaniel Hawthorne. The suggestion is that industrialism has led to the detriment of the contemplative mind because of the hustle and bustle of busy people in modern society. This alone does not necessarily say anything about people’s intelligence though as the Flynn Theory has shown that since the industrial revolution we have been getting smarter. It is suggested though that much of this “intelligence” is measured through means that require instantaneous processes, such as mathematical reasoning or application of systems and protocol to scenarios to solve problems. The concern is for the deeper learning and long term understanding. In Chapter Nine Search, Memory Carr refers to some studies conducted many years ago about the processes required to transfer content from short-term memory to long-term memory. Such studies have shown that there are both biological factors and time factors involved, both of which can be interfered with by external forces that cause distractions in the process and inhibit one’s ability to transfer knowledge into long term memory. Finally, in Chapter Ten A Thing Like Me, we are presented with research based evidence that suggests spending time in our natural world, as opposed to unnatural or artificial, leads to more successful cognitive performance. In the Epilogue Human Elements, Carr makes his final argument related to the concept of natural vs. unnatural environments by suggesting that as we rely more on artificial intelligence to provide us with the information we are seeking, our own intelligence will become artificial. Critical Remarks Overall I think Nicholas Carr does an excellent job at getting us to think about how we are evolving in terms of our ability to think critically, concentrate deeply, and comprehend long passages of reading. I was able to connect with many of the examples he uses, including his own personal observations, as I have found it harder and harder to read long works of literature without getting distracted, both by external distractions as well as internal distractions that I bring upon myself. I found the examples of historical observations coupled with scientific research to be very thought provoking, almost to the point of frightfulness as the obvious questions come to mind…where will this take us and what can we do about it? These questions lead to what I think is one of the few downfalls to Carr’s book. He really does not address these questions. He makes reference to a couple futuristic predictions about where technology may be going, but only makes general comments that intelligence will continue to come more and more from computers and artificial intelligence than from the human brain. More importantly, the only real suggestion that Carr makes for us to alleviate the negative effects of this trend is to simply be mindful of it and don’t be too quick to accept any technology that disregards the significance of the human element. However, what could he have really suggested? While it may very well be true that this technology is taking away the need for us to think and use our brains, thus making it harder for us to do so when we need to, at the same time it offers so many positive benefits that it cannot simply be a choice. It is not conceivable to think that people will make a choice between using something great but makes me dumber vs. using something old and inefficient even though I may be smarter because of it. It is also somewhat ironic, or maybe not, that I was experiencing the main point Carr was trying to make as I was reading his own book. Knowing what his thesis was after the prologue, the subsequent ten chapters, while loaded with interesting references to perspectives as well as scientific research, still seemed to drag on and on without any new revelations coming from it. I found it virtually impossible to read complete chapters in one sitting and remember enough about what I had read to write this review report. Maybe it was his intention, a great way to prove his own point. Nevertheless, as I consider how much “smarter” I might be for reading this book, I’m not sure I am any smarter than if I were to have just read the Atlantic article he wrote Is Google Making Us Stupid? Of course, that would go completely against his argument. A Critical Review of Jane McGonigal’s Reality is Broken: Why Games Make us Better and How They Can Change the World By Matt Hibbard Social and Ethical issues in the Digital Age SUNY Empire State College Dr. Jase Teoh April 11, 2014 Introduction / Summary Reality is Broken: Why Games Make us Better and How They Can Change the World is a book written by Jane McGonigal and published by the Penguin Group in 2011 in London, England. McGonigal has a PhD in Performance Studies from the University of California at Berkeley and is the Director of Game Research and Development at the Institute for the Future. This book serves as McGonigal’s attempt to change the public perception of games and the people that play them. Often we hear public opinion that games, especially online computer games, are an unproductive waste of time and that people who play games are not living in reality, especially people that spend large amounts of time online playing them. The fear is that as more and more people keep spending more and more time playing computer games, we will see a mass exodus of people away from reality which will cause massive social problems. This book tries to alleviate those fears by showing how games are currently, and have the potential for further, enhancing of many soft skills that people need in order to cope with reality and to solve big problems in our world. Author’s Main Theme / Thesis As mentioned above, McGonigal’s main thesis is that games are not bad. In fact, they are good, and have the potential to be great. Great for what? Great for humanity, Earth, civility, science, and many other important social aspects of life as we know it. She attempts to convince us of this by separating her message into three main themes. The first theme is that games contain a lot of engaging elements that, individually, we can all find significant benefits from. Whether this be finding our creative spirits, self-esteem and motivation, developing an interest in something, learning how to set goals, etc., the more time we spend playing games the more intrapersonal development we can have. The second theme is that certain types of games, reality games in particular, have the potential to motivate us to engage in positive and productive habits or deliberate operations within real world settings for the good of society. The third theme is based on games that include large numbers of players, such as MMORPGs (Massive Multiplayer Online Role Playing Games). McGonigal suggests that these types of games help us to build significant social skills such as collaboration and teamwork and how to structure collective power for intended purposes. All of these skills could lend tremendous benefit to real world attempts to solve world problems such as climate change, hunger, pollution, energy, etc. Main Points and Supporting Arguments The themes mentioned above are further broken down into fourteen key points to support her argument. The first point is that if we want a society filled with people that are selfmotivated or a high degree of intrinsic motivation to do things such as volunteer work, then games can help us develop those people. People like to play games, no matter what kind of game it is. Whether it is golf, Tetris, or a video game such as Portal, people like to play games. That isn’t to say that people like to play every game, but just about everyone likes to play some type of game out there. There are four things that all games have in common, but one of the most important is that they contain unnecessary obstacles. In other words, people do things in the game that they really do not have to do because there are certain expectations, rules, and challenges that people want to be able to overcome. Her example of golf is an excellent one as there are so many rules about what you can and cannot do to get that little ball in that little hole that is 400 yards away in four strokes or less. Why? Why try to hit it to a specific spot with this club, why can’t I just throw it on there? Why can’t I just walk up and drop the ball in the cup? Why am I even bothering myself with doing this when I have work to do? The answer is because people get a great sense of personal satisfaction by voluntarily overcoming a challenge, even if the challenge has little meaning behind it. If more people would learn how this feels, then real world volunteerism would be something that more and more people would engage themselves with. There is also a certain level of value that needs to be placed simply on our own personal happiness. McGonigal makes an argument that quality of life is one of the most important factors in our society today and that quality of life is enhanced by happy people. She suggests that much of reality is depressing, and when you have a society full of depressed people, it is hard to induce the level of engagement needed to make the world a better place. Game developers today are putting a lot of emphasis on game elements that invoke positive human emotions and essentially make us happier and put us in a better mood to confront reality. This is related to McGonigal’s third point and another humanistic trait that we all have, the happiness derived from accomplishing something, or the satisfaction we get from getting work done. Of course, in games a lot of the “work” is relative nonsense. Nevertheless, these nonsense missions teach us that without clear goals and a plan of steps to achieve the goal, we cannot get anything done. When people look to solve real world problems, they need to be able to develop a goal and an action plan, and games help train us to do just that. The fourth point that McGonigal makes is that if we want to be able to solve major problems of the world, we need to learn how to be optimistic about our tasks, even in the face of failure which will surely happen along the way. Gamers learn how to appreciate failure, especially when it is accompanied with positive failure feedback. McGonigal suggests that not only do gamers like this, but they find motivation within it, pointing out that gamers tend to get bored with something when they are too good at it, yet are eagerly engaged when they are not quite good enough but will be if they keep working at it. The fifth point McGonigal makes is that some games are designed to be played socially with others and those games help people to develop prosocial emotions such as happy embarrassment and vicarious pride. Scientific research has show that happy embarrassment, such as the enjoyment we get from teasing or being teased by others, is a trait that better allows us to build trust with other people. Vicarious pride refers to the sense of pride we all get when we see someone else experience success, especially if we played a part in guiding or mentoring them to that success. The concluding suggestion is that social games help us to build trust with others and appreciate the value in stepping forward to help others achieve their goals. McGonigal is big on the idea of value from social interacting games. In the previous example, she is pointing to something that is relatively small scale or an individually possessed trait for social interaction. In another example, point #6, she talks about the value of being part of something big, something epic. She uses the example of the game Halo to illustrate the satisfaction that gamers observed by being part of a massive group effort to accomplish something monumental, even though their part in the task had very little effect at all and the task would have likely been accomplished even without them. The suggestion is that gamers develop this intrinsic satisfaction of being a part of something bigger than themselves. We can easily look at current world problems such as recycling / waste and energy conservation and see so many people that do not participate because they know the problem is bigger than them and the few Kilowatts of energy they conserve or the aluminum soda can they save, wash, and bring back to the store will make no significant difference towards such a huge problem. Gamers on the other hand, they don’t look at it that way. They will do those things just to be part of something epic and monumental with the hope that if everyone jumps in, they will in fact make a difference. From here, McGonigal goes briefly into the concept of how alternate reality games (ARGs) such as Chore Wars, Quest to Learn, and SuperBetter can engage gamers to accomplish positive things in the real world, outside of virtual spaces. While these game examples have very specific intended outcomes, one can envision taking any real world challenge, big or small, and developing a game concept around it that incorporates a positive reward feedback system. Related to this is McGonigal’s eight point, the application of reality based awards and recognition that are not really games but include some game-like elements. She uses the example of plusoneme (+ 1 me) where people can go online and award you with a plus one up score for a particular trait that you demonstrated. Nike + is also a great example of this same concept, where people are encouraged to participate on positive activities for their health by a simple game-like points based awards and stats system. McGonigal’s ninth point is also related to alternate reality games and it focuses on the benefits of gamers that establish themselves, comfortably, in communities of strangers. The suggestion is that in order to solve big real problems in the world, it will take communities of people with the same goals in mind, most of whom will be strangers to each other and we must be able to adapt to this environment. Gamers with experience in games such as Comfort of Strangers, Ghosts of a Chance, and Bounce know the power of a community and are more willing to accept the strangers in that community as partners for a cause. To finish off the subject of alternate reality games, McGonigal makes her tenth point with reference to “happiness hacks” which are games designed to bring happiness to people in unsuspecting or unintentional ways such as random acts of kindness or dancing. The last major topic area is based on “very big games” and is the basis of McGonigal’s eleventh through fourteenth points. She starts off by discussing the tremendous value in crowdsourcing, where large groups of people are solicited to help do a tremendous amount of real world work. The suggestion is that game designers have been working, and continue to make progress, on creating games that engage masses of people in solving real world problems. Furthermore, she asserts that gamers will be the ones that you can count on to participate in large bandwidths purely for the emotional psychological effects vs. non-gamers who would need to rely more on rewards of monetary value which is an unsustainable concept. She expands on this concept further in her twelfth point that games have the potential to crowdsource people by attracting them to the potential for an “epic win.” The value of achieving something epic was discussed earlier and McGonigal takes this concept a little further in her section on big games to suggest that putting game like elements to structured tasks and goals could rally the force needed to conquer major world challenges. One of the strongest points that McGonigal makes is her thirteenth point that gamers and game designers of massive multiplayer games are learning how to master the art of collaboration, cooperation, coordination, and co-creation. The suggestion is that if we are going to tackle the problems of the world, all of these skills will be required among all participants. Furthermore, she offers evidence that in order to get good at these things, we need to spend almost 10,000 hours practicing them, which can be done effectively in game environments. McGonigal’s final point is that in order to solve the problems and save the world, people need to be able to have three other essential skills beyond the ones already discussed. They include being able to take a long look into the future and evaluate how current actions right now will affect things in the future, have an ecosystems thought process where people consider how making a change or taking action in one part of a system will affect other parts of the system when they are interwoven and interconnected, and pilot experimentation where we learn to test out our theories in small scale before applying them to the larger whole. Gamers with 10,000 hours experience doing these things will be well prepared to bring these skills to the challenges of the world. Critical Remarks My remarks come from two different angles. One angle is focused on the book itself and the things McGonigal has written. The other angle is focused on the reality of the topic and the ability to make the leap from concept to practice. First let’s start with the book itself. I think the book is very well written and very interesting. It presents an alternative viewpoint in contrast to an overwhelming public sentiment that video games and computer games are bad and an unproductive waste of time. I have had related conversations with friends and family members about this topic where they were convinced that games are going to help lead our nation, and world for that matter, into an endless spiral of doom led by delusional world leaders that grew up on video games having no sense of reality. Being one of those gamers, it makes me want to hide in a corner and when engaged in the conversation all I can do is simply nod my head in agreement and pretend that I am not really a gamer. After reading this book, I look forward to engaging those individuals back into the conversation again and offering some new perspectives that should cause them to second guess, and allow me to feel better about the time I have spent online playing games. The structure of the book’s content is put together quite well indeed. She does not overwhelm us with scientific research but includes just enough so that we are convinced that much of the psychological factors that play into things like intrinsic motivation is not just a random observation, but something based on scientific proof. The games she uses as examples are also well suited to support her argument and she does a great job at explaining how the games work so that we can see the connections. Although, at times I felt her examples maybe contained a little too much detail and got away from the point of the book. Nevertheless, after reading about the positive traits of these games I feel as though I want to try them out myself as most I have never played. However, my admiration for McGonigal and her support of my gaming habits does not help me to make the leap to the “epic wins” that she suggests I am capable of because I may be approaching my 10,000 hours of game time. For me, this insinuation almost takes the book and categorizes it into fiction writing to some extent. I do not disagree with the first part of the book that highlights how many positive soft skills, happiness, and quality of life can be enhanced through game play, nor do I disagree with the positive benefits of alternate reality games and the potential they have for improving one’s real life. However, this concept of solving world hunger, political instability, climate change, etc., by crowdsourcing gamers is a bit much for me to swallow. I think these problems require much more academic strength and people with practical solutions than just somebody with a few thousand hours of teaming up with some random gamers behind fictional avatars to kill some ogre warlords. I think the concerns that many people have about the negative effects of games are legitimate too. There is significant argument, and research supporting it, that gamers who spend intense amounts of time secluded in their computer games do suffer from some social skill deficiencies and some of the game content (sex, violence, etc.) can lead to people acting out in undesirable ways. While she does make a quick note to acknowledge that not all game play is positive, she does not really address these issues well. However, that may not have been her intent. Her intent seems to suggest a new perspective, not necessarily a counter-argument to those concerns. Nevertheless, we are still asked to assume that these gamers will make the leap from their games to real world problem solving because they simply have the skills to do so. I think if somebody in the academic or scholarly community wanted to corroborate her position, they should focus some research on people who are making a difference in society, people who are deeply involved in working towards solutions for hunger and climate change, and see if there is some statistical correlation between these people and gamers, or hours spent playing games. The last observation I will make here is that I found it odd that in the section on reality games, she did not really address simulation based games. She devoted the whole section almost entirely to alternate reality games, which was interesting for me as I really am unfamiliar with these. However, there has been a lot of emphasis put into games that try to simulate real world tasks and skills such as flying planes for pilot training and other similar machinery operation scenarios (construction equipment, race cars, passenger cars) along with other fields that use science simulators, medical simulators, and other types of virtual reality applications for productive purposes. Pointing to the positive benefits of these applications I feel would have supported her argument much better.