Prior scholarship related to interactive digital narratives (IDNs) typically has analyzed this emerging genre of storytelling on web-based platforms. The Bandersnatch episode of the Black Mirror series on Netflix offers a unique opportunity to explore the affordances and audience effects of IDNs appearing within a popular streamed TV program. This case study combines updated models of the uses and gratifications theory of media use with human–computer interaction frameworks to identify cognitive themes and emotional valences among Bandersnatch users, as expressed through tweets related to their experience. Findings show positive emotions were associated with perceived degree of control, as well as immersion or sense of flow. Gratifications associated with binge-type behavior on streaming services were also present. However, perceived realism, parasocial identification with the character, a need for a sense of completion, and the burden of choice created stress among many users. Social media served as a valuable ancillary vehicle for users to participate with others around the program, thus elevating the interactive narrative elements of the experience, which were otherwise limited and controlled.