Abstract
In the Black Mirror (2011–) episode “Fifteen Million Merits”, we see a reality where life’s commodities (and pleasures) are purchased through “merits”. This is a digital currency earned through drudgery made palatable via trivial interactive games that reframe, in pleasant and light-hearted ways, the monotonous labour. This makes the episode a valuable site for exploring two phenomena: “gamification” (the application of game systems to non-game contexts) and live streaming (the live online broadcast of video content). In the first case, the episode explores an extreme potential future of gamification, where all of life’s activities have been subsumed into “fun” systems, each of which tethers an increasingly fatuous or childish veneer to increasingly crushing drudgery. In the second case, the episode examines the digital celebrity which can be accrued by doing extreme things live on air—as in real-world live streaming—and how such seemingly rebellious acts can be captured and transformed into normalised labour activities for those who perform them. This chapter thereby brings together scholarship on gamification and live video game streaming to examine a striking episode of the series, and what it can show us about the ongoing blurring of labour, play, and celebrity, in a world of increasing media convergence.
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Looking at the series as a whole, four episodes stand out as having commonalities, although none are especially close. In “The Waldo Moment” (02.03), we see a “gamification” of the political process, which undergoes something akin to a Situationist conversion into play, into a farce, into a mockery of the seriousness it is supposed to represent. In “Nosedive” (03.01), meanwhile, we see that social life rather than economic life has been “gamified” through a ratings system that everyone carries around with them, strikingly similar to the system that mainland China is currently in the process of implementing. The very next episode, “Playtest” (03.02), is the most game-focused episode in the entire series, in which once again systems that are either designed to be play, or designed to use play to mask other elements, come to profoundly and irreversibly shape the lives of their so-called players. Finally, in “USS Callister” (04.01), the interest is again in how play can turn into something profoundly not-playful with only a few particular applications of contemporary, or near-future, technology. Lastly, the series’ recent interactive film Black Mirror: Bandersnatch (2018), the entire narrative is in some sense a game, and a game about the development of a game, further reinforcing the series’ strong interests in play, the corruptions of play, and their impacts on our lives.
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Johnson, M.R. (2019). “Fifteen Million Merits”: Gamification, Spectacle, and Neoliberal Aspiration. In: McSweeney, T., Joy, S. (eds) Through the Black Mirror. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-19458-1_3
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