Skip to main content

“Fifteen Million Merits”: Gamification, Spectacle, and Neoliberal Aspiration

  • Chapter
  • First Online:

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.

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   109.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   139.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD   139.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

Notes

  1. 1.

    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.

References

  • Banks, M., Irwin, C., & Jones, P. (Producers). (2007–). Britain’s Got Talent. [Television series]. London: ITV.

    Google Scholar 

  • Bridges, W., & Brooker, C. (Writers) & Haynes, T. (Director). (2017). USS Callister. [Television series episode] In L. Sutton (Producer). Black Mirror. Los Gatos: Netflix.

    Google Scholar 

  • Bridges, W., & Brooker, C. (Writers) & Watkins, J. (Director). (2016). Shut Up and Dance. [Television series episode] In L. Dyke (Producer). Black Mirror. Los Gatos: Netflix.

    Google Scholar 

  • Brooker, C. (Writer), & Bathurst, O. (Director). (2011). The National Anthem. [Television series episode] In B. Reisz (Producer). Black Mirror. London: Channel 4.

    Google Scholar 

  • Brooker, C. (Writer), & Higgins, B. (Director). (2013). The Waldo Moment. [Television series episode] In B. Reisz (Producer). Black Mirror. London: Channel 4.

    Google Scholar 

  • Brooker, C. (Writer), & Trachtenberg, D. (Director). (2016). Playtest. [Television series episode] In L. Borg (Producer). Black Mirror. Los Gatos: Netflix.

    Google Scholar 

  • Chyung, S. Y. (2005). Human Performance Technology from Taylor’s Scientific Management to Gilbert’s Behavior Engineering Model. Performance Improvement, 44(1), 23–28.

    Article  Google Scholar 

  • Cunningham, S., & Craig, D. (2016). Online Entertainment: A New Wave of Media Globalization? International Journal of Communication, 10, 5409–5425.

    Google Scholar 

  • Dyer-Witherford, N., & De Peuter, G. (2009). Games of Empire. Minneapolis, MN: University of Minnesota Press.

    Google Scholar 

  • Foucault, M. (2008). The Birth of Biopolitics: Lectures at the Collège de France, 1978–1979 (G. Burchell, Trans.). New York: Palgrave Macmillan.

    Google Scholar 

  • Freeland, C. (2012). Plutocrats: The Rise of the New Global Super-Rich and the Fall of Everyone Else. London: Penguin.

    Google Scholar 

  • Fuller, S., (Executive Producer). (2002–2016). American Idol. [Television series]. New York City: Fox.

    Google Scholar 

  • Gabler, K., Gray, K., Kucic, M., & Shodhan, S. (2005, October 26). How to Prototype a Game in Under 7 Days: Tips and Tricks from 4 Grad Students Who Made over 50 Games in 1 Semester. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/130848/how_to_prototype_a_game_in_under_7_.php

  • Gill, R., & Pratt, A. (2008). In the Social Factory? Immaterial Labour, Precariousness and Cultural Work. Theory, Culture and Society, 25(7–8), 1–30.

    Article  Google Scholar 

  • Graham, M., Hjorth, I., & Lehdonvirta, V. (2017). Digital Labour and Development: Impacts of Global Digital Labour Platforms and the Gig Economy on Worker Livelihoods. Transfer: European Review of Labour and Research, 23(2), 135–162.

    Article  Google Scholar 

  • Johnson, M. R., & Woodcock, J. (2017). “It’s Like the Gold Rush”: The Lives and Careers of Professional Video Game Streamers on Twitch.tv. Information, Communication and Society. Retrieved from https://doi.org/10.1080/1369118X.2017.1386229

  • Johnson, M. R., & Woodcock, J. (In Press, 2019). “And Today’s Top Donator Is”: How Live Streamers on Twitch.tv Monetise and Gamify Broadcasts. Social Media + Society.

    Google Scholar 

  • Kollar, P. (2015, December 8). Popular Twitch Streamer Comes Clean About Drug Use on Stream. Polygon. Retrieved from https://www.polygon.com/2015/12/8/9871816/twitch-stream-manvsgame-man-vs-game-drug-use

  • Lupton, D. (2016). The Diverse Domains of Quantified Selves: Self-Tracking Modes and Dataveillance. Economy and Society, 45(1), 101–122.

    Article  Google Scholar 

  • Moore, P., & Robinson, A. (2016). The Quantified Self: What Counts in the Neoliberal Workplace. New Media & Society, 18(11), 2774–2792.

    Article  Google Scholar 

  • Philippette, T. (2014). Gamification: Rethinking ‘Playing the Game’ with Jacques Henriot. In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (Eds.), Rethinking Gamification (pp. 187–200). Leuphana University of Lüneburg: Meson Press.

    Google Scholar 

  • Phillips, T. (2013, April 14). Wheelchair-Bound Gamer Banned from Twitch.tv After Accusations He Faked Disability. Eurogamer. Retrieved from https://www.eurogamer.net/articles/2013-04-15-wheelchair-bound-gamer-banned-from-twitch-tv-after-accusations-he-faked-disability

  • Pires, K., & Simon, G. (2015). YouTube Live and Twitch: A Tour of User-Generated Live Streaming Systems. Paper presented at the 6th ACM Multimedia Systems Conference, Portland, Oregon.

    Google Scholar 

  • Read, J. (2009). A Genealogy of Homo-Economicus: Neoliberalism and the Production of Subjectivity. Foucault Studies, 6, 25–36.

    Article  Google Scholar 

  • Schrape, N. (2014). Gamification and Governmentality. In S. Fizek, M. Fuchs, P. Ruffino, & N. Schrape (Eds.), Rethinking Gamification (pp. 21–46). Leuphana University of Lüneburg: Meson Press.

    Google Scholar 

  • Taylor, F. (1967). The Principles of Scientific Management. New York: Norton.

    Google Scholar 

  • Townley, B. (1993). Foucault, Power/Knowledge, and Its Relevance for Human Resource Management. Academy of Management Review, 18(3), 518–545.

    Article  Google Scholar 

  • Woodcock, J., & Johnson, M. R. (2017). Gamification: What It Is, and How to Fight It. The Sociological Review, 66(3), 542–558.

    Article  Google Scholar 

  • Woodcock, J., & Johnson, M. R. (In Press, 2019). The Affective Labour and Performance of Live Streaming on Twitch.tv. Television and New Media.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

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

Download citation

Publish with us

Policies and ethics