How did one book out of thousands released a decade
ago become a worldwide phenomenon? According to Wikipedia, “The Hunger Games film
series is the second highest-grossing film series based on young adult books…earning
over $1.4 billion.” I would argue that
it was not masterful writing, but elements of the story, conflict, and setting
which garnered its success. In class, we
discussed similarities between the Hunger Games and reality TV shows like
Survivor and Big Brother. The list goes
on, as many popular TV shows over the last few years (American Idol, The Voice,
So You Think You Can Dance, The Bachelor, America’s Next Top Model, etc.)
feature casts of members which are eventually whittled down through talent and
performance-based competition.
Regardless of if these shows and judges are truly legitimate and
impartial (not merely scripted), they are successful for the same reason as the
indisputably fictional Hunger Games: human beings enjoy viewing other
individuals competing with everything on the line, life, career, fame, wealth,
or otherwise. After all, “there’s
detailed coverage of the bloodbath” (363) but no focus on the aftermath; in the
same manner, while cameras in the NBA and NFL playoffs might glance at the
defeated party, the majority of screen and interview time is given to the
victorious, overjoyed party. While in no
way realistic, The Hunger Games provides the same experience to its readers,
gritting through the suspenseful conflict with worry and excitement to finally
be put at ease as their (presumed) favorite tributes win.
Though the book and film series might be over, The
Hunger Games’ legacy continues in many different ways. In one unexpected manner, shortly following the
2012 release of the first film, a new videogame genre dubbed Battle Royale, Last
Man Standing, or even Hunger Games was created.
In these games, very similar to the series, players are pitted against
each other in some form of arena filled with weapons, medicine, and other supplies. An electric force-field, akin to the “fire…designed
to flush out, to drive us together” (173), slowly contracts until there is only
one player remaining: the victor. While
this genre appeared insignificant at first, it hosts the current most popular
games, Fornite and Battlegrounds, with over 100 million players and $1 billion
in revenue over the last year between them. It is unclear
what exactly lies at the root of this popularity, but the innate desires to
survive and (if necessary) outcompete one’s peers might play large roles. Perhaps The Hunger Games, reality TV shows, professional athletic playoffs, and battle royale games all serve as enjoyable escapes from a
periodically boring existence of school and work.
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