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Virtually Real: Suzanne Collins's The Hunger Games Trilogy
Author(s) -
Vivienne Muller
Publication year - 2012
Publication title -
international research in children s literature
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.13
H-Index - 7
eISSN - 1755-6201
pISSN - 1755-6198
DOI - 10.3366/ircl.2012.0043
Subject(s) - trilogy , dystopia , entertainment , politics , sociology , aesthetics , perspective (graphical) , power (physics) , value (mathematics) , government (linguistics) , elite , simulacrum , media studies , law , art , political science , literature , philosophy , visual arts , computer science , linguistics , physics , quantum mechanics , machine learning
The Hunger Games trilogy by Suzanne Cololins deals with a dystopian future society in which a punitive ruling elite provide 'entertainment' for the masses in the form of mediatised 'games' featuring young people who must fight to kill one another until there is only one winner. The purpose of these games is to remind the populace of the power of the government and its ability to dispose of any who dare defy it. In acknowledging violent 'games' as virtual entertainments which can be used to political effect, Collins suggests that they possess a disturbing capacity to undermine ethical perspective on the human,the humane and the real. Drawing on Baudrillard's ideas about simulation and simulacra as well as Elaine Scarry's and Susan Sontag's concerns for media representations of the body in pain, this paper discusses the ways in which the texts highlight the dangers of virtual modes while also risking perpetuating their entertainment value

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