Free Republic
Browse · Search
General/Chat
Topics · Post Article

To: malakhi
Interesting article from NYT about the evolution of complexity in popular entertainment. And with a "24" hook.

But the explicit violence and the post-9/11 terrorist anxiety are not the only elements of ''24'' that would have been unthinkable on prime-time network television 20 years ago. Alongside the notable change in content lies an equally notable change in form. During its 44 minutes -- a real-time hour, minus 16 minutes for commercials -- the episode connects the lives of 21 distinct characters, each with a clearly defined ''story arc,'' as the Hollywood jargon has it: a defined personality with motivations and obstacles and specific relationships with other characters. Nine primary narrative threads wind their way through those 44 minutes, each drawing extensively upon events and information revealed in earlier episodes. Draw a map of all those intersecting plots and personalities, and you get structure that -- where formal complexity is concerned -- more closely resembles ''Middlemarch'' than a hit TV drama of years past like ''Bonanza.''

For decades, we've worked under the assumption that mass culture follows a path declining steadily toward lowest-common-denominator standards, presumably because the ''masses'' want dumb, simple pleasures and big media companies try to give the masses what they want. But as that ''24'' episode suggests, the exact opposite is happening: the culture is getting more cognitively demanding, not less. To make sense of an episode of ''24,'' you have to integrate far more information than you would have a few decades ago watching a comparable show. Beneath the violence and the ethnic stereotypes, another trend appears: to keep up with entertainment like ''24,'' you have to pay attention, make inferences, track shifting social relationships. This is what I call the Sleeper Curve: the most debased forms of mass diversion -- video games and violent television dramas and juvenile sitcoms -- turn out to be nutritional after all.

...

The quickest way to appreciate the Sleeper Curve's cognitive training is to sit down and watch a few hours of hit programming from the late 70's on Nick at Nite or the SOAPnet channel or on DVD. The modern viewer who watches a show like ''Dallas'' today will be bored by the content -- not just because the show is less salacious than today's soap operas (which it is by a small margin) but also because the show contains far less information in each scene, despite the fact that its soap-opera structure made it one of the most complicated narratives on television in its prime. With ''Dallas,'' the modern viewer doesn't have to think to make sense of what's going on, and not having to think is boring. Many recent hit shows -- ''24,'' ''Survivor,'' ''The Sopranos,'' ''Alias,'' ''Lost,'' ''The Simpsons,'' ''E.R.'' -- take the opposite approach, layering each scene with a thick network of affiliations. You have to focus to follow the plot, and in focusing you're exercising the parts of your brain that map social networks, that fill in missing information, that connect multiple narrative threads.

Of course, the entertainment industry isn't increasing the cognitive complexity of its products for charitable reasons. The Sleeper Curve exists because there's money to be made by making culture smarter. The economics of television syndication and DVD sales mean that there's a tremendous financial pressure to make programs that can be watched multiple times, revealing new nuances and shadings on the third viewing. Meanwhile, the Web has created a forum for annotation and commentary that allows more complicated shows to prosper, thanks to the fan sites where each episode of shows like ''Lost'' or ''Alias'' is dissected with an intensity usually reserved for Talmud scholars. Finally, interactive games have trained a new generation of media consumers to probe complex environments and to think on their feet, and that gamer audience has now come to expect the same challenges from their television shows. In the end, the Sleeper Curve tells us something about the human mind. It may be drawn toward the sensational where content is concerned -- sex does sell, after all. But the mind also likes to be challenged; there's real pleasure to be found in solving puzzles, detecting patterns or unpacking a complex narrative system.

2,693 posted on 04/26/2005 8:31:33 AM PDT by SoothingDave
[ Post Reply | Private Reply | To 2692 | View Replies ]


To: SoothingDave

Interesting. I guess I need to watch more TeeVee. ;o)


2,694 posted on 04/26/2005 9:56:02 AM PDT by malakhi
[ Post Reply | Private Reply | To 2693 | View Replies ]

Free Republic
Browse · Search
General/Chat
Topics · Post Article


FreeRepublic, LLC, PO BOX 9771, FRESNO, CA 93794
FreeRepublic.com is powered by software copyright 2000-2008 John Robinson