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  • Simulation Frames: Young Ad...
    Alison Tedman

    The luminary (Lancaster), 07/2015, Volume: 6, Issue: 1
    Journal Article

    This article examines the ways in which Young Adult dystopian film Divergent (2014) successfully repurposes dystopia for a young demographic, making dystopia an aesthetically appealing space for heroic adventure. The film recombines Young Adult literary tropes with film conventions including those of science fiction. Divergent and other Young Adult dystopian films modify the potential for social critique associated with canonic dystopian fiction. The article’s critical framework includes theories of dystopia and of Young Adult dystopian literature, the Freudian uncanny, studies of the post-apocalyptic film city and new media theory. In Divergent, the dystopian division of society into factions is made enjoyable through production design, particularly in ‘Dauntless’, the faction joined by heroine Tris. This extends to transmedia marketing. The book’s violence is reduced to increase audience engagement, while lack of contextual detail precludes a critical dystopia. In Divergent, the spaces and ideologies of the post-apocalyptic film city are reframed as youth culture. Chicago is gamified, connoting an adventure playground. The space of the Dauntless ‘Pit’ offers symbolic rebirth, community and romance, yet its appeal is uncanny, as with communal spaces in The Host (2013) and The Maze Runner (2014). Divergent’s mirror simulation foregrounds spectacle but other simulations construct immediacy, appearing dream-like not immersive. Like the visions in Young Adult dystopian adaptations How I Live Now (2013) and Ender’s Game (2013), simulations convey individual awareness and supernatural communication. The film combines pleasurable classification and a divergence motif with its heroine’s development, revising dystopian cinematic space. Divergent represents a new form of dystopian cinema.