Black Mirror

Work Title: Black Mirror
Medium: TV Episode
Episode Title: Playtest
Year: 2016
Writer(s): Charlie Brooker
"Original" Writer: Yes Own work?: Yes

Summary:

The latest Black Mirror series from Charlie Brooker presents, -- nightmares drawn from consumer technology and social media trends. The second episode, Playtest, has an American tourist [Cooper] lured to a British game development studio to test a new augmented-reality horror game that engages directly with each player’s brain via a biorobotic implant. The AI program mines the character’s darkest fears and manifests them into the real-world as photorealistic graphics. Inevitably, terror and mental breakdown follow.


Era/Year of Portrayal: near_future

Distinctive characteristics of the world in portrayal:

The world within the Black Mirror episodes is overwhelmingly driven by advanced technology; while still incorporating typical aspects of day to day life. The series is filled with VR and AR technologies that go beyond simple detachable devices and instead appear as implants (through the persons eyes, contact lenses or glasses) which become an integral part to these people's existence. Additionally, there are futuristic cars, advanced weaponry and immersive programming (games, tv shows etc.) that appear various times throughout the series.


Technology

  • Name of portrayed presence-evoking technology: Augmented Reality Headset & the "mushroom" chip/implant
  • Description of the technology: There are two parts of the technology:

    The first is the AR headset. The headset is minimalistic; covering only a small portion of the participants face. The "barely-there" design of the headset allows for an increased sense of presence for users making them feel more immersed in the activities. The downfall is that it is not mobile; the headset must connect to a seat, essentially strapping you in between these two things.

    The second technology being used is the AR chip, or Mushroom. The chip is a temporary insertion that is placed at the back of the participants neck working in the same way the headset does but connecting to you physiologically to create a world personalized for each user. The chip monitors brain activity to intensify's the emotions of the user to figure out how to best frighten them as well as creating realistic images where the distinction between reality and augmentation become unclear.

    **During the trial phase of the testing, there is a computer used by the test initiator (Katie) to control the images Cooper sees to make sure the technology is working properly.
  • Nature of task or activity: While Cooper is still sitting in the trial room, Katie lays out a series of circles in front of him and codes into her computer for whack a moles to appear in and out of the circles in front of him. Cooper's job is to play the game and hit each mole as the arise.

    After Cooper leaves the trial room, he is moved into a haunted house to begin playing the actual game. Essentially the game is meant to heighten your fears and simulate an environment where all of these fears are present. It is described within the show as a "personal survival horror game", where the participant must work against, or with, their mind to make it out of the house.
  • Performance of the Technology: In relation to evoking presence and creating a realistic environment for users, the technology functions almost without flaw. The authenticity of the technology is so pure that Cooper begins to question what is being created and what actually exists. There is a scene where one of the simulations speaks to him trying to convince him that they are real and trying to save him from the game. At this point both the audience and the characters are confused on what is and what isn't reality.
  • Description of creator(s): The creator of the technology is a man named Shou who is also the creator of the video game company SaitoGemu that specializes in VR/AR horror. Shou appears very young and energetic. He seems eager to get feedback about his products and is very personable with the people who decide to test his games.
  • Major goal(s) of creator(s): Shou created the game as an extension of his SaitoGemu horror game series that focuses on bringing out a persons greatest fears in a realistic and haunting way. Shao says he has "always liked to make the player jump" and that there is pleasure in "hav[ing' faced your greatest fears in a safe environment", which prompted this games creation.
  • Description of users of technology: This specific game/ technology was advertised under OddJobs, so this would appeal mainly to younger demographics interested in video games that may be out of a job or need additional cash. This technology seeks adventurous and thrill seeking groups.
  • Type(s) of presence experience in the portrayal: both
  • Description of presence experience: Initially, Cooper is amused by the playful and juvenile characteristics of the game. His guard is down and he enjoys himself as he plays but this changes quickly once he enters the haunted house and his fears begin to appear in front of him. Cooper soon becomes paranoid and actually afraid of the environment that he is in.
  • User awareness of technology during experience: Cooper is aware of his use of the technology, but the lines between what is a product of this technology and what isn't become blurred.
  • Valence of experience: Coopers inability to escape the game and detach the technology form his mind made it unbearable for him and only worsened the situation.
  • Specific responses: The developers of the technology made it very clear that in order for this game to be effective your phone must be turned off prior to entering the room (which plays a crucial role in the stories development).

    Cooper did not listen to these instructions and as a result died from the interference of his phone with the technology that in turn took complete control over his mind.
Long-term consequences:

In this specific case the long term consequence would be death, but in a different situation I could imagine there being a lingering feeling of paranoia and obsession with question reality even after the game has ended.

Other:

Coder name: Anaise Aristide
Coder email: anaise.aristide@temple.edu
Coder affiliation: Temple University