
In his book *Everything Bad Is Good for You*, Steven Johnson introduces the concept of the 'Sleeper Curve'. Johnson's core argument is that popular culture, including television and video games, has become increasingly complex and demanding, and that engaging with these forms of media provides cognitive benefits for audiences. The term 'Sleeper Curve' is derived from the Woody Allen film *Sleeper*, in which scientists from the future are astonished that people in the past did not recognise the nutritional value of certain foods. Johnson uses this analogy to challenge the perception that popular culture is locked in a spiral drive of deteriorating standards.
| Characteristics | Values |
|---|---|
| Definition | The Sleeper Curve is a theory that posits that there are significant cognitive benefits to our increasingly complex popular culture. |
| Origin | The term Sleeper Curve is derived from the Woody Allen film Sleeper, in which scientists from the future are astounded that people in the 20th century did not understand the nutritional value of certain foods. |
| Application | Johnson applies the Sleeper Curve to modern television and video games, arguing that they have become more complex and demanding, requiring viewers to pay attention, make inferences, and track shifting social relationships. |
| Evidence | Johnson uses the Flynn effect of increasing IQ scores to support his argument, although some critics argue that he does not provide sufficient scientific evidence to back up his claims. |
| Implications | The Sleeper Curve challenges the perception that modern electronic media is harmful or unconstructive, suggesting that it may be making society smarter and more intelligent. |
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What You'll Learn
- The Sleeper Curve is a theory that popular culture has become more cognitively demanding
- Johnson argues that television and video games have grown more complex, requiring more decision-making skills
- He uses the example of 24, where viewers must integrate more information and track multiple plots and social relationships
- The term Sleeper Curve is derived from the Woody Allen film Sleeper, where scientists from the future are amazed by the nutritional value of certain foods
- Johnson's theory has received mixed reviews, with some praising his ideas and others criticising the lack of scientific evidence

The Sleeper Curve is a theory that popular culture has become more cognitively demanding
The Sleeper Curve is a theory posited by Steven Johnson in his 2005 book, *Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter*. Johnson's core concept is that popular culture has become more cognitively demanding, contrary to the perception that modern electronic media are harmful or unconstructive. Johnson draws from fields such as neuroscience, economics, and media theory to argue that popular culture, from *The Lord of the Rings* to *Grand Theft Auto* to *The Simpsons*, has grown more sophisticated and is posing new cognitive challenges that are making our minds measurably sharper.
The term "Sleeper Curve" is derived from the Woody Allen film *Sleeper*, which features scientists from the future who are astounded that twentieth-century society failed to grasp the nutritional merits of certain foods. Johnson uses this to draw a comparison with the current perception that popular culture is "locked in a spiral drive of deteriorating standards". The Sleeper Curve undermines the belief that popular culture is rotting our brains and instead suggests that it is making us smarter.
Johnson identifies three principles of television and film: "multiple threading," "flashing arrow," and "social networks." Multiple threading refers to marrying a complex narrative structure with complex subject matter, often with multiple plots and subplots. Modern television and films have also reduced the number of "flashing arrows," or narrative clues, requiring audiences to do more cognitive work. Finally, reality shows demand that we track multiple relationships, activating our social intelligence and helping us better understand social networks.
Johnson also discusses the role of video games, which he theorizes involve "probing" and "telescoping." Probing is learning the game without a manual by exploring what one can and cannot do, while telescoping is doing something that gives a reward, providing motivation to continue playing. Johnson admits that television and film demand less decision-making skills than video games, but argues that the benefits from reading, such as attention, patience, and retention, are also making a rise in television and film.
While Johnson's theory has received mixed critical reviews, with some praising its elegance and interesting insights, others have criticized the lack of hard evidence and scientific backing. However, Johnson's Sleeper Curve has sparked discussions about the potential cognitive benefits of popular culture and challenged the assumption that mass culture is steadily declining toward lowest-common-denominator standards.
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Johnson argues that television and video games have grown more complex, requiring more decision-making skills
In his book *Everything Bad Is Good for You*, Steven Johnson argues that television and video games have grown more complex, requiring viewers and players to develop decision-making and critical thinking skills. Johnson's theory, known as the "Sleeper Curve," posits that popular culture is not making us dumber, as is commonly assumed, but is instead providing cognitive benefits.
To support his argument, Johnson compares the plot complexity of the 1980s soap opera *Dallas* with the early 2000s thriller series *24*. He claims that to follow an episode of *24*, viewers must integrate far more information, pay attention, make inferences, and track shifting social relationships. Johnson also discusses the concept of "multiple threading" in television, where a show might have up to 10 different plots and subplots, making it more challenging for the audience to follow.
Johnson further extends his argument to video games, suggesting that they require even more decision-making skills than television or film. He introduces the concepts of "probing" and "telescoping" in gaming. Probing refers to the process of learning a game through trial and error, while telescoping involves receiving rewards that motivate players to continue to the next level.
While Johnson acknowledges that television and video games may not offer the same cognitive benefits as reading, he believes that they are becoming more complex and demanding, requiring viewers and players to engage in critical thinking and decision-making. He challenges the notion that popular culture is "locked in a spiral drive of deteriorating standards", arguing instead that it is growing more sophisticated and intellectually stimulating over time.
Johnson's theory has received mixed critical reviews. Some reviewers praise Johnson's elegant polemic and interesting insights, while others criticise the lack of scientific evidence and hard data to support his claims. Despite the book's mixed reception, Johnson's Sleeper Curve theory offers a provocative and intelligent perspective on the impact of popular culture on our cognitive development.
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He uses the example of 24, where viewers must integrate more information and track multiple plots and social relationships
Steven Johnson's non-fiction book, *Everything Bad Is Good for You*, introduces the concept of the Sleeper Curve. Johnson's core argument is that popular culture, including television and video games, has become more complex and demanding over time, enhancing our cognitive faculties and making society more intelligent. The term "Sleeper Curve" is derived from the Woody Allen film *Sleeper*, which depicts scientists from the future being astounded that people in the past did not understand the health benefits of certain foods. Johnson uses this reference to compare the idea that popular culture is "locked in a spiral drive of deteriorating standards" to the outdated perception that certain foods are unhealthy.
The Sleeper Curve challenges the assumption that mass culture is becoming increasingly simplistic and that media companies are pandering to the masses by providing dumb, simple pleasures. Instead, Johnson argues that the exact opposite is happening, with popular culture becoming more cognitively demanding. To support this theory, Johnson uses the example of the television show *24*. He suggests that to understand an episode of *24*, viewers must integrate more information and track multiple plots and social relationships, requiring greater attention and inference-making than comparable shows from a few decades ago.
Johnson introduces the concept of "multiple threading," which refers to the integration of complex narrative structures with intricate subject matter, resulting in multiple plots and subplots. *24*, according to Johnson, can have up to ten threads per episode, making it more complex than older shows like Starsky and Hutch or Dragnet, which typically followed one or two simple stories. This increase in narrative complexity, exemplified by *24*, reflects the Sleeper Curve's assertion that popular media is providing an increasing level of cognitive complexity over time.
Furthermore, Johnson highlights the reduction of "flashing arrows" in modern television and films. "Flashing arrows" refer to narrative clues or signposts planted by writers to help the audience understand the plot. By decreasing these explicit clues, contemporary shows and films demand more cognitive work from viewers, requiring them to pay attention to background details and integrate various pieces of information. This aspect of narrative construction further illustrates the Sleeper Curve's argument that popular media is challenging audiences in new and more complex ways.
Johnson's Sleeper Curve theory also extends beyond television and film. He acknowledges that video games, for example, require probing and telescoping. Probing refers to the process of learning a game's mechanics without a manual, while telescoping involves receiving rewards for accomplishments, motivating players to continue to the next level. These aspects of video games, along with the multithreading and social interactions found in television and film, contribute to Johnson's argument that popular culture is offering unexpected cognitive benefits.
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The term Sleeper Curve is derived from the Woody Allen film Sleeper, where scientists from the future are amazed by the nutritional value of certain foods
The Sleeper Curve is a theory posited by Steven Johnson in his book *Everything Bad Is Good for You: How Today's Popular Culture Is Actually Making Us Smarter*. The theory suggests that popular culture, including television programs and video games, has become increasingly complex and demanding, and that engaging with this media provides cognitive benefits that make society as a whole more intelligent. Johnson derived the term Sleeper Curve from the Woody Allen film *Sleeper*, in which scientists from the future are amazed by the nutritional value of certain foods that were previously believed to be unhealthy.
In the film *Sleeper*, doctors from the future are astonished that people in the past did not understand the nutritional merits of certain foods, such as cream pies, steak, and hot fudge sundaes. Johnson draws a comparison between this scene and the perception that popular culture is deteriorating in quality and complexity. The Sleeper Curve theory challenges the idea that mass culture is declining towards lowest-common-denominator standards and instead argues that it is becoming more cognitively demanding.
Johnson uses the example of the television show *24* to illustrate the Sleeper Curve. He argues that to follow the complex narrative structure and multiple plots and subplots of *24*, viewers must integrate more information, pay attention, make inferences, and track shifting social relationships. This requires viewers to engage in more cognitive work and enhances their cognitive faculties.
The Sleeper Curve theory also applies to other forms of media, such as video games. Johnson introduces the concepts of "probing" and "telescoping" in video games. Probing refers to learning the mechanics of a game without a manual, while telescoping involves receiving rewards for completing tasks, motivating players to continue playing. These aspects of video games provide cognitive challenges that can sharpen our minds.
While Johnson's theory has received some criticism for a lack of scientific evidence and empirical claims, it has also been praised for its interesting insights and provocative nature. The Sleeper Curve challenges the common assumption that popular culture is harmful or unconstructive and instead suggests that it can have positive effects on our cognitive development.
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Johnson's theory has received mixed reviews, with some praising his ideas and others criticising the lack of scientific evidence
In his book *Everything Bad Is Good for You*, Steven Johnson introduces the concept of the Sleeper Curve. The theory posits that popular culture, including television programs and video games, has become more complex and demanding over time, and that engaging with this increasingly complex media provides cognitive benefits, making society as a whole more intelligent.
Johnson's theory has received mixed reviews. Some critics have praised Johnson's ideas, acknowledging the increasing complexity of popular culture and the potential for cognitive benefits. For example, Walter Kirn, in his review for *The New York Times*, describes the book as an "elegant polemic" and concludes that "considered purely on its own terms, Johnson's thesis holds up". Wired's review also acknowledges the book as being "chock-full of interesting insights".
However, other critics have been more negative, particularly highlighting the lack of scientific evidence supporting Johnson's claims. For instance, Janet Maslin, also writing for *The New York Times*, dismisses the book as a "facile argument" that lacks hard evidence. Similarly, a review on Pajiba.com criticises Johnson's attempt to use the Flynn effect of up-trending IQ scores to support his observations, arguing that the science does not bear the weight of the argument and that Johnson fails to provide any data to back up his claims. This review also notes a lack of good science examining the impact of multimedia on neurology, suggesting that Johnson's theory warrants further scholarly investigation.
Overall, while Johnson's Sleeper Curve theory has sparked interesting discussions and debates, the lack of robust scientific evidence has been a significant point of criticism.
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Frequently asked questions
The Sleeper Curve is a theory by Steven Johnson that argues that popular culture is becoming more complex and demanding, providing cognitive benefits to its consumers.
Johnson derived the term Sleeper Curve from the Woody Allen film Sleeper. In the film, scientists from the future are surprised that people in the past did not understand the health benefits of certain foods. The Sleeper Curve undermines the belief that popular culture is "locked in a spiral of deteriorating standards".
The Sleeper Curve suggests that popular culture is not making society unintelligent or violent, as is commonly believed. Instead, it is making society smarter by demanding more from its consumers.
Johnson uses the example of multithreading in television shows. Modern shows like ER and 24 have up to 10 threads per episode, making them more complex than older shows like Starsky and Hutch or Dragnet. Video games also require probing and telescoping, which are ways of learning and engaging with the game.
Critics argue that Johnson's theory is based on conjecture and lacks scientific evidence. For example, Johnson attempts to use the Flynn effect of increasing IQ scores to support his argument, but he does not provide data to back up his claim that television complexity explains rising IQ scores.











































