Although nearly every other television form or genre has undergone a massive critical and popular reassessment or resurgence in the past twenty years, the game show's reputation has remained both remarkably stagnant and remarkably low. Scholarship on game shows concerns itself primarily with the history and aesthetics of the form, and few works assess the influence the format has had on American society or how the aesthetics and rhythms of contemporary life model themselves on the aesthetics and rhythms of game shows. In Truth and Consequences: Game Shows in Fiction and Film, author Mike Miley seeks to broaden the conversation about game shows by studying how they are represented in fiction and film. Writers and filmmakers find the game show to be the ideal metaphor for life in a media-saturated era, from selfhood to love to family to state power. The book is divided into "rounds, " each chapter looking at different themes that books and movies explore via the game show. By studying over two dozen works of fiction and filmâbestsellers, blockbusters, disasters, modern legends, forgotten gems, award winners, self-published curios, and everything in betweenâ Truth and Consequences argues that game shows offer a deeper understanding of modern-day America, a land of high-stakes spectacle where a game-show host can become president of the United States.

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Film & VideoRound One
WHATâS MY LINE?
Game Shows and the Quest for an Authentic Self
IF ONE MUST BEGIN A DISCUSSION OF GAME SHOWS BY REviewing how much scholars and critics revile them, the next topic one must address is the only aspect of the game showâs identity and history that has merited sustained scholarly attention: the quiz-show scandals of the late 1950s. The big-money quiz showâs ability to spark water-cooler conversation and anticipation for the next broadcast fueled the rising popularity of live television. Their success would not have been possible without the 1954 Supreme Court case The Federal Communications Commission v. American Broadcasting Co., Inc., which legalized game shows by ruling that jackpot prizes did not constitute gambling. Networks capitalized on this ruling instantly: the $64 grand prize question on CBS radioâs Take It or Leave It mushroomed into CBS televisionâs The $64,000 Question. The audience for quiz shows increased proportionate to the size of the jackpots. At the quiz showâs height, during the 1957â1958 season, viewers had twenty-two game shows to choose from across the three networks, with quiz shows alone constituting 18 percent of NBCâs entire slate of programming (Anderson 104â5).
Facing pressure from their sponsors to garner higher ratings from an ever-growing television audience in an increasingly competitive field, the producers of The $64,000 Question, Tic-Tac-Dough, Twenty-One, and other quiz shows kept audiences hooked on their programs by rigging the outcomes of their contests, usually by giving contestants the questions and answers in advance and arranging for a contestantâs defeat when their ratings stagnated. Allegations of fixing surfaced as early as 1957 but did not garner traction until a year later when contestants from several shows came forward with similar allegations. While a congressional subcommittee would not investigate quiz shows until 1959, the networks responded promptly and began cancelling shows after the allegations, assisted by a glut of too-similar programming, decimated ratings. By the end of 1958, quiz shows occupied just three hours of airtime across all three networks, making âquiz,â as Time suggested, âtelevisionâs own four-letter wordâ (Anderson 132, 133).
The effect that these scandals had on game shows is easy enough to see. For starters, quiz shows were renamed âgame showsâ to distance the new programming from that other four-letter word that smacked of scandal, and game shows moved out of the networksâ primetime lineups to daytime slots, where they generally remain today. However, more substantive changes fell into place as well: prize money on a television show could not exceed $75,000, and the FCC made it a crime to broadcast a contest with intent to deceive the audience (Holmes 49). But the fallout from the quiz show scandals was not limited to the game show format: it molded the history and identity of television itself. As Kent Anderson puts it in his history of the quiz-show scandals, networks, especially CBS, âattempted to institutionalize honestyâ in an attempt to regain the publicâs trust, going so far as to prohibit laugh tracks or fake applause from all shows and to announce to the audience whenever any material had been previously recorded or scripted (159â160). The most significant change to television that the scandals aided in was the end of âsponsor-controlled programmingâ (Hoerschelmann 70). Rather than one company sponsoring an entire program and thus having a disproportionate influence over that programâs content (e.g., Geritolâs sponsorship of Twenty-One), several sponsors bought time during specifically scheduled blocks of the broadcast called commercial breaks (Holmes 49). Thus, the scandals contributed greatly to the identity broadcast television enjoyed until the arrival of cable.
Televisionâs transition from its pre-scandal identity of uninterrupted, single-sponsor programming to its fragmented, multiple-sponsor programming identity post-scandal resembles the shift in American cultureâs understanding and presentation of the self from the modern to the postmodern era. Douglas Kellner outlines this shift in âPopular Culture and the Construction of Postmodern Identities,â arguing that although identity in the modern era becomes more pliable and fluid, its boundaries remain relatively fixed, dependent on a personâs social roles (mother, worker, etc.) and what aspects of oneâs identity society deems worthy of recognition (141). This situation produces the modernist senses of self-consciousness, anxiety, and alienation: once one becomes aware of possessing a self, âone can choose and makeâand then remakeâoneâs identityâ; however, âone is never certain that one has made the right choiceâ or discovered oneâs âtrueâ self, and even if one were, one can become anxious over or alienated by that identity not being âsocially validatedâ (142). As modernity gives way to postmodernity and social relations become faster and increasingly complicated and ambiguous, the self becomes more âfragmented and disconnectedâ and âno longer possesses the depth, substantiality, and coherence that was the ideal and occasional achievement of the modern selfâ (144). In the face of such instability, âthe postmodern self accepts and affirms multiple and shifting identitiesâ in what amounts to âa theatrical presentationâ of an ambiguous self that is constantly in flux, dependent less on oneâs social role than on oneâs idealized conception of their identity at any given moment (158, 156). The postmodern self embraces the notion that identity is artificial, âa game that one playsâ wherein players adopt and shed identities at will as they jockey for the âadmiration and respect of other playersâ (153; emphasis added). For Kellner, the postmodern sense of self serves as âa function of leisure and is grounded in play, in gamesmanshipâ and âcenter[s] on looks, images, and consumption,â with players turning to popular culture, especially the visual rhetoric of advertising and television, to provide the looks they choose from to construct their identities (153). The postmodern self that Kellner describes is but another, smaller-scale spectacle in an age of media megaspectacle.
Like Kellner, Jean-François Lyotard sees the presentation of the self as a game one plays within the postmodern social realm, alleging that âno self is an island,â stable, autonomous, and unmoving, but rather a âpostâ or ânodal pointâ in âa fabric of relations ⌠through which various kinds of message passâ (15). The transfer of these messages back and forth occurs at the level of language, which, for Kellner, includes the language of images and media as a whole. Lyotard modifies Wittgensteinâs concept of âlanguage gamesâ to describe these transfers of information, stating, âEach of the various categories of evidence can be defined in terms of rules specifying their properties and the uses to which they can be putâ (10). Given that it constitutes a structured social interaction with rules that declare only certain moves, answers, and behaviors acceptable, a game show is but another language âgame of inquiryâ; however, Lyotard explains that performativity (or play) in social relationships âcontributes to elevating all language games to self-knowledge ⌠jolt[ing] everyday discourse into a kind of metadiscourse,â with âordinary statementsâ increasingly indulging in âself-citationâ (62). Each âordinary statementâ of inquiry eventually winds up addressing the self, making the language games of social interaction, even those on a game show, into quests for greater self-awareness and presentation. Therefore, while all these images, narratives, and games that make up the social bond appear concerned solely with things outside the self, engagement in and among these elements of culture winds up increasingly illuminating oneâs interior, as players use these artifacts to discover, construct, and present a self in the hope that their self will be rewarded, that they will not be isolated from the social bond but rather become prominent ânodal pointsâ in the network of social relationships.

Twenty-Oneâs isolation booth.
The intermedial texts that incorporate game shows into their narratives position the game show and its scandalous origins as a metaphor for how individuals construct, manipulate, and broadcast a self to others in a media age. The rigged quiz show Twenty-One featured a production element that illustrates this postmodern sense of self: the isolation booth. Contestants stood in these soundproof booths for the length of the game, unable to see the other contestantâs score or hear their answers. The players were totally alone, yet fully on display. These isolation booths, along with the questions locked in a Manhattan bank vault until moments before broadcast, sold audiences on the showâs authenticity, isolating and displaying integrity as prominently as the contestantsâ bodies. Of course, that sense of authenticity turned out to be a façade, part of a rigged and scripted spectacle. What a contestant can or cannot hear through their studio headphones becomes irrelevant when that contestant already knows all the questions and the answers they will be asked. In the place of actual authenticity and knowledge, Twenty-One delivered the performance of authenticity and knowledge; as Kent Anderson put it, âshowmanship would have to take precedence over honestyâ (46).
The fact that both the display of integrity and the contestantsâ display of knowledge were all part of a rigged performance aligns with the transition from a modernist concern with authenticity to a postmodernist preference for performativity. Like the reality shows that followed in the Land of the Game Show, the big-money quiz shows were âall about the simulation rather than the representationâ of identity (Morreale 104). The films and books that use the game show intermedially as a metaphor for the self follow suit, depicting American life as a rigged game in which one must betray themselves in order to succeed, making themselves over into a ready-for-primetime persona, an inauthentic self in a rigged world. In doing so, these works âmake visible the ways that identity is created through rehearsal and performance of already fabricated images. It naturalizes the idea that identity is fluid and mobile, a commodity sign that we circulate in an endless attempt to make meaningâ (Morreale 104).
Works such as Robert Redfordâs Quiz Show and Chuck Barrisâs Confessions of a Dangerous Mind (and George Clooneyâs film adaptation) declare âthere is no coherent core, no deep interior behind the surface appearance of a social selfâ because media culture cannot represent it, comprehend it, or sell it (Morreale 104). The deeper, more authentic self touted by modernists and Romantics cannot be broadcast or reduced to an image commodity, which makes it a casualty in a hypermediated consumer society. In entering the âcommunityâ of television, players must change something about themselves, which could be as innocuous as capping their teeth or as monumental as denying what they know or where they come fromâtheir identity. However, in the world of these works, contrary to Kellnerâs assessment of postmodern identity, authors portray these alterations to identity as betrayals. Just like the isolation of single-sponsored programming gives way to the fragmented chorus of commercial breaks, these works show how television ushers in a postmodern sense of identity for the individual: players betray the fixed self of the modernists for a fluid postmodern identity in order to escape isolation and join the âcommunityâ of the televisual landscape.
The works in this round use the isolation booth metaphorically to represent how the self functions in a mediated world where people are simultaneously isolated and visible. Isolation booths of all stripes, both literal and figurative, appear in fiction and films that use the game show as a narrative device, be it the literal isolation booth on a game show set, the isolation booth of a police interrogation room, the isolation of social class, ethnicity, and nationality, or the isolation that comes from one who hides who they are from the world at large, even from themselves. In presenting the illusion of authenticity, the game show isolates the self from itself in favor of a more telegenic, performative persona.
Past writers and thinkers endorse an unmediated self as the more authentic, coherent, and desirable self, but writers and filmmakers in the Land of the Game Show, after Kellner, concede that such a self no longer exists because one either exists inside the sphere of media or does not exist at all. After all, as Kellner shows, one cannot construct a self if one does not play the game. The bulk of this round on authenticity and the self deals with works that view the self through a lens of deception and subterfuge: rigged games, false testimony, duplicitous identities, from the quiz show scandals to Chuck Barrisâs alleged double life as a CIA hitman to racially and economically motivated exploitation and discrimination. In their depiction of liars, cheaters, and killers masquerading as average Americans, these works illustrate the number of different selves and masks citizens have on hand to present to others.
While one might expect American stories and films to result in triumph for the individual, instead these works present a world with everyoneâs roles and outcomes already defined. These works illuminate how the logic of game shows and consumer culture at large promise a ticket out of the trappings of oneâs social class but actually keep players trapped in their social position by imposing limits on what a person can knowâand how much they can achieveâbased on socioeconomic standing and ethnicity. The American meritocratic narrative holds up oneâs knowledge as a method to transcend the confines of race- and class-based stereotypes and limitations; these works call knowledgeâs power to topple prejudice and oppression into question and, by extension, the American narrative of achievement itself. Any advancements outside oneâs position in the rigged game of American life constitutes an infraction of the social order, and these gains must be repossessed by the dominant culture. The game show becomes more than a willing tool in this process but an instigator, co-conspirator, or microcosm, transforming the presentation of self into a spectacle for audience consumption. The mechanics of television become the arbiter of the true self, deciding what will âplayâ as a marketable identity. As such, the game show as depicted in these texts becomes a totalizing entity that comes to represent the totalizing entity of media culture at large, with the spectacle becoming the only thing that is real, stable, and true. Fiction and films featuring successful depictions of resistance to televisionâs postmodernist conception of the self eschew realism in favor of fantasy-based happy endings, coincidences, and musical numbers that tacitly acknowledge the impossibility of a return to a modernist or even Romantic sense of self occurring in reality, or at least not in a reality that media can imagine.

CATEGORY
TO TELL THE TRUTH
âAn educated man, then, and a quiz show contestant are moving rather rapidly in opposite directions. The world of the educated man is full of mysteries. It is foggy and dark; with lots of unlighted passages leading off to no one knows where. The more educated he is the more passages he discovers.⌠Opposed to the dim uncertainty of the world of the educated man is the bright little circle of light in which the quiz show contestant basks in his isolation booth. All is certainty there. One need not worry or be distressed. Only those questions are asked which have answers. And then only if the answers are available, on a card held in the M.C.âs hand. Probably fireflies, flitting about in the spring twilight, are as sure of their little circles of luminescence as the contestant is of his.â
âCHARLES VAN DOREN (QUOTED IN ANDERSON 100)
Columbia University professor Charles Van Doren wrote this seemingly humble and self-effacing passage in Life Magazine in 1957, shortly after his success as a contestant on the quiz show Twenty-One had catapulted him to a level of stardom that earned him comparisons to Elvis Presley (Anderson 70). Van Doren, approaching his new status as a national role model with the utmost gravity, sought to steer his many admirers toward the âdim uncertaintyâ a meaningful education provides rather than the âbright little circleâ of big money and fame that television promises. Less than two years later, his assertion that âall is certaintyâ in the isolation booth would acquire a bitter irony after he testified to a congressional subcommittee that his quiz-show success resulted from the producers of Twenty-One feeding him his questions and their answers in advance. However, rather than damning Van Doren as a charlatan, his statement predicts the televisual reality that big-money quiz shows inaugurated. The world is now the âbright little circleâ of television, and viewers the âfirefliesâ avoiding the âunlighted passagesâ outside its âlittle circle of luminescence.â
Dieter Hoffmann-Axthelm describes identity as âone of the grand promises of the modern,⌠the paradise of a secularized promiseâ where âone need not be torn apart, or identify with any rival powerâbut could remain true to oneselfâ (200). Robert Redfordâs 1994 film Quiz Show, which dramatizes the rigging of Twenty-One, challenges Hoffmann-Axthelmâs assertion. In Quiz Show, the arrival of the age of mass media, best represented by television, constitutes a ârival powerâ that threatens to tear apart the âeducated manâ or woman naĂŻve enough to refuse to âidentify withâ television and attempt to âremain true to oneselfâ in the âbright little circleâ of oneâs isolation booth.
The film wastes little time in establishing the menace of broadcasting. The opening scene contains the first appearance of mass media in the film, when protagonist Richard Goodwin (Rob Morrow) flips on the radio of an immaculate Chrysler in a car dealership. The carâs shiny chrome antenna rises gracefully upward, only to pick up the signal of a far more significant launch: Sputnik. While this sceneâs juxtaposition of the Chrysler with Sputnik may appear to correspond with the big-money quiz showâs endorsement of âknowledge and educationâ as âan important counterbalance to consumerism,â the opening credits montage that follows the car dealership scene shows how such notions are like the Chryslerâs chrome antenna: shiny luxury objects that distract from the threat lurking in the airwaves (Hoerschelmann 73). In a cruel twist of irony, one needs the appurtenances of mass media to pick up the mediaâs nefarious signal, and by then it is too late. Overtures to intellectual advancement over consumption are just that in Quiz Show: camouflage for mediaâs (and its sponsorsâ) infiltration of every aspect of American life. While everything look...
Table of contents
- Cover
- Title Page
- Copyright
- Dedication
- Contents
- Toss Up: Trivial Pursuit
- Round One: Whatâs My Line? Game Shows and the Quest for an Authentic Self
- Round Two: Love Connection: The Game Showâs Erogenous Zones
- Round Three: Family Feud: The Game-Show Families of Salinger, Wallace, and Anderson
- Round Four: Fear Factor: Game Shows, State Power, and Death
- Final Jeopardy
- Acknowledgments
- Bibliography
- About the Author
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