Rebecca Stead chose to set her children’s novel “When You Reach Me”—winner of 
the 2010 Newbery Medal—in nineteen-seventies New York partly because that’s 
where she grew up, but also, as she told one interviewer, because she wanted “to 
show a world of kids with a great deal of autonomy.” Her characters, 
middle-class middle-school students, routinely walk around the Upper West Side 
by themselves, a rare freedom in today’s city, despite a significant drop in New 
York’s crime rate since Stead’s footloose youth. The world of our hovered-over 
teens and preteens may be safer, but it’s also less conducive to adventure, and 
therefore to adventure stories. 
Perhaps that’s why so many of them are reading “The Hunger Games,” a trilogy of 
novels by Suzanne Collins, which take place at an unspecified time in North 
America’s future. Her heroine, Katniss Everdeen, lives in one of twelve numbered 
districts dominated by a decadent, exploitative central city called the Capitol. 
Every year, two children from each district are drafted by lottery to compete in 
a televised gladiatorial contest, the Hunger Games, which are held in a huge 
outdoor arena. The winner is the last child left alive. The fervently awaited 
third installment in the trilogy, “Mockingjay,” will be published by Scholastic 
in August, and there are currently in print more than 2.3 million copies of the 
previous two books, “The Hunger Games” and “Catching Fire.” 
Collins’s trilogy is only the most visible example of a recent boom in dystopian 
fiction for young people. Many of these books come in series, spinning out 
extended narratives in intricately imagined worlds. In Scott Westerfeld’s 
popular “Uglies” series, for example, all sixteen-year-olds undergo surgery to 
conform to a universal standard of prettiness determined by evolutionary 
biology; in James Dashner’s “The Maze Runner,” teen-age boys awaken, all 
memories of their previous lives wiped clean, in a walled compound surrounded by 
a monster-filled labyrinth. The books tend to end in cliff-hangers that provoke 
their readers to post half-mocking protestations of agony (“SUZANNE, ARE YOU 
PURPOSELY TOURTURING YOUR FANS!?!?!?”) on Internet discussion boards. 
Publishers have signed up dozens of similar titles in the past year or two, and, 
as with any thriving genre, themes and motifs get swapped around from other 
genres and forms. There are, or will soon be, books about teen-agers slotted 
into governmentally arranged professions and marriages or harvested for spare 
parts or genetically engineered for particular skills or brainwashed by 
subliminal messages embedded in music or outfitted with Internet connections in 
their brains. Then, there are the post-apocalyptic scenarios in which humanity 
is reduced to subsistence farming or neo-feudalism, stuck in villages ruled by 
religious fanatics or surrounded by toxic wastelands, predatory warlords, or 
flesh-eating zombie hordes.  An advantage to having young readers is that 
most of this stuff is fresh to them. They aren’t going to sniff at a premise 
repurposed from an old “Twilight Zone” episode or mutter that the villain is an 
awful lot like the deranged preacher Robert Mitchum plays in “The Night of the 
Hunter.” To thrill them, a story doesn’t have to be unprecedented. It just has 
to be harrowing. 
Dystopian novels for middle-grade and young-adult readers (M.G. and 
Y.A., respectively, in publishing-industry lingo) have been around for decades.
Readers of a certain age may remember having their young minds blown by 
William Sleator’s “House of Stairs,” the story of five teen-agers imprisoned in 
a seemingly infinite M. C. Escher-style network of staircases that ultimately 
turns out to be a gigantic Skinner box designed to condition their behavior. 
John Christopher’s “The White Mountains,” in which alien overlords install 
mind-control caps on the heads of all those over the age of thirteen, tore 
through my own sixth-grade classroom like a wicked strain of the flu. Depending 
on the anxieties and preoccupations of its time, a dystopian Y.A. novel might 
speculate about the aftermath of nuclear war (Robert C. O’Brien’s “Z for 
Zachariah”) or the drawbacks of engineering a too harmonious social order (Lois 
Lowry’s “The Giver”) or the consequences of resource exhaustion (Saci 
Lloyd’s “The Carbon Diaries 2015”). And, of course, most American schoolchildren 
are at some point also assigned to read one of the  
twentieth century’s 
dystopian classics for adults, such as “Brave New World” or “1984.”    
The youth-centered versions of dystopia part company with their adult 
predecessors in some important respects. For one thing, the grownup 
ones are grimmer. In an essay for the 2003 collection “Utopian and Dystopian 
Writing for Children and Young Adults,” the British academic Kay Sambell argues 
that “the narrative closure of the protagonist’s final defeat and failure is 
absolutely crucial to the admonitory impulse of the classic adult dystopia.” The 
adult dystopia extrapolates from aspects of the present to show readers how 
terrible things will become if our deplorable behavior continues unchecked. The 
more utterly the protagonist is crushed, the more urgent and forceful the 
message. Because authors of children’s fiction are “reluctant to depict the 
extinction of hope within their stories,” Sambell writes, they equivocate when 
it comes to delivering a moral. Yes, our errors and delusions may lead to 
catastrophe, but if—as usually happens in dystopian novels for children—a new, 
better way of life can be assembled from the ruins would the apocalypse really 
be such a bad thing? 
Sambell’s observation implies that dystopian stories for adults and children 
have essentially the same purpose—to warn us about the dangers of some current 
trend. That’s certainly true of books like “1984” and “Brave New World”; they 
detail the consequences of political authoritarianism and feckless hedonism. 
This is what will happen if we don’t turn back now, they scold, and scolding 
makes sense when your readers have a shot at getting their hands on the wheel. 
Children, however, don’t run the world, and teen-agers, 
especially, feel the sting of this. “The Hunger Games” could be taken as an 
indictment of reality TV, but only someone insensitive to the emotional tenor of 
the story could regard social criticism as the real point of Collins’s novel. 
“The Hunger Games” is not an argument. It operates like a fable or a myth, a 
story in which outlandish and extravagant figures and events serve as conduits 
for universal experiences. Dystopian fiction may be the only genre written for 
children that’s routinely  less 
didactic than its adult counterpart. It’s not about persuading the reader to 
stop something terrible from happening—it’s about what’s happening, right this 
minute, in the stormy psyche of the adolescent reader. “The success of ‘Uglies,’ 
” Westerfeld once wrote in his blog, “is partly thanks to high school being a 
dystopia.” 
Take the Hunger Games themselves. In the first book of Collins’s trilogy, 
Katniss explains that the games are a “punishment” for a failed uprising against 
the Capitol many years earlier, and they’re meant to be “humiliating as well as 
torturous.” The twenty-four child contestants, called tributes, are compelled to 
participate, and the people of their districts must watch the televised 
bloodbath. Yet residents of the richer districts (District 12, Katniss’s home, 
is a hardscrabble mining province) regard competing as “a huge honor,” and some 
young people, called Career Tributes, train all their lives for the games. When 
Katniss herself becomes a tribute (she volunteers, in order to save her younger 
sister), she’s taken to the Capitol and given a glamorous makeover and a 
wardrobe custom-designed for her by her own personal fashion maestro. She’s 
cheered by crowds, fêted at galas, interviewed on national television, fed 
sumptuous meals, and housed in a suite filled with wondrous devices. She’s 
forced to live every teen-age girl’s dream. (Her professed claim to hate it all 
is undermined by the loving detail with which she describes every last goody.) 
As a tool of practical propaganda, the games don’t make much sense. They lack 
that essential quality of the totalitarian spectacle: ideological coherence. You 
don’t demoralize and dehumanize a subject people by turning them into 
celebrities and coaching them on how to craft an appealing persona for a mass 
audience. (“Think of yourself among friends,” Katniss’s media handler urges.) 
Are the games a disciplinary measure or an extreme sporting event? A beauty 
pageant or an exercise in despotic terror? Given that the winning tribute’s 
district is “showered with prizes, largely consisting of food,” why isn’t it the 
poorer, hungrier districts that pool their resources to train Career Tributes, 
instead of the wealthier ones? And the practice of carrying off a population’s 
innocent children and commanding their parents to watch them be slaughtered for 
entertainment—wouldn’t that do more to provoke a rebellion than to head one off? 
If, on the other hand, you consider the games as a fever-dream allegory of the 
adolescent social experience, they become perfectly intelligible. Adults dump 
teen-agers into the viper pit of high school, spouting a lot of sentimental 
drivel about what a wonderful stage of life it’s supposed to be. The rules are 
arbitrary, unfathomable, and subject to sudden change. A brutal social hierarchy 
prevails, with the rich, the good-looking, and the athletic lording their 
advantages over everyone else. To survive you have to be totally fake. Adults 
don’t seem to understand how high the stakes are; your whole life could be over, 
and they act like it’s just some “phase”! Everyone’s always watching you, 
scrutinizing your clothes or your friends and obsessing over whether you’re 
having sex or taking drugs or getting good enough grades, but no one cares who 
you really are or how you really feel about anything.  
The typical arc of the dystopian narrative mirrors the course of adolescent 
disaffection. First, the fictional world is laid out. It may seem pleasant 
enough. Tally, the heroine of “Uglies” (and its two sequels), looks forward to 
the surgery that will transform her into a Pretty and allow her to move to the 
party enclave of New Pretty Town. Eleven-year-old Jonas, in “The Giver,” has no 
problem with the blandly tranquil community where he grows up. Then somebody 
new, a misfit, turns up, or the hero stumbles on an incongruity. A crack opens 
in the façade. If the society is a false utopia, the hero discovers the lie at 
its very foundation: the Pretties are lobotomized when they receive their 
plastic surgery; the residents of Jonas’s community have been drained of all 
passion. If the society is frankly miserable or oppressive, the hero will learn 
that, contrary to what he’s been told, there may be an alternative out there, 
somewhere. Conditions at home become more and more unbearable until finally the 
hero, alone or with a companion, decides to make a break for it, heading out 
across dangerous terrain. 
Because these new dystopias follow a logic more archetypal than rational, 
many 
of them don’t even attempt to abide by the strictures of science fiction. Or 
perhaps they care only about the third of Arthur C. Clarke’s famous three rules 
of prediction: “Any sufficiently advanced technology is indistinguishable from 
magic.” In her rooms in the Capitol, Katniss, who has previously spent her days 
poaching in the woods with a bow and arrow, finds she can “program the closet 
for an outfit to my taste. The windows zoom in and out on parts of the city at 
my command. You only need to whisper a type of food from a gigantic menu into a 
mouthpiece and it appears, hot and steamy, before you in less than a minute.” 
She might as well be living in a fairy-tale castle, dining off enchanted golden 
plates that refill themselves every evening. 
The snow-globe timelessness of these novels doesn’t prevent them from 
incorporating the particular flavor of contemporary kid culture. Waking up in a 
hostile, confined place without an identity or any notion of what you’re 
supposed to do or how you can get out—as Thomas, the hero of “The Maze Runner,” 
does—is a scenario often found in video games. So are the rings that give their 
possessors more lives in Catherine Fisher’s “Incarceron,” where the characters 
are confined to a prison as big as a small country, complete with cities and 
metal forests. Like “The Maze Runner,” “Catching Fire” features a moment in 
which the desperate players must picture the geography around them as seen from 
above, like a game board or puzzle in whose pattern can be found a crucial clue. 
There’s more hand-to-hand combat in these dystopias than there was in the books 
of thirty years ago, and it’s more important to the stories, which frequently 
culminate in a showdown resembling the climax of an action movie. Carrie Ryan’s 
“The Forest of Hands and Teeth” takes an insular, vaguely medieval community 
reminiscent of the town in the M. Night Shyamalan film “The Village,” subjects 
it to George Romero-style zombie attacks, and then throws in a love quadrangle 
with enough emo angst to rival “Twilight.” 
The experience of growing up under nearly continuous adult supervision—the 
circumstances that made writing about autonomous contemporary sixth-graders so 
difficult for Rebecca Stead—has tinged these novels as well. The protagonists in 
the technological dystopias of earlier generations frequently contended with 
surveilling cameras, hoping to either elude or defy them. Face-offs between the 
human eye and a soulless lens still occur; the teen hacker who narrates Cory 
Doctorow’s “Little Brother,” a privacy-rights anthem set in near-future San 
Francisco, provides helpful instructions on how to make a concealed-camera 
detector out of a toilet-paper tube and a handful of spare L.E.D. lights. Often, 
however, the attitude is sullen resignation; in “Incarceron,” the hero, Finn, 
can do no more than note the small red lights of the prison’s ubiquitous “Eyes” 
staring down at him from the rafters. When Katniss is finally delivered into the 
Hunger Games arena, a tract of forest, she never even bothers to look around for 
the cameras; she knows they’re embedded everywhere. “It has probably been 
difficult for the cameras to get a good shot of me,” she thinks as she climbs 
down from a tree. “I know they must be tracking me now though. The minute I hit 
the ground, I’m guaranteed a close-up.” In “The Hunger Games,” surveillance is 
ambient. 
The Internet plays a less important role in these novels than you might expect. 
One notable exception, M. T. Anderson’s merciless and very clever satire of 
late-capitalist complacency, “Feed,” has information (mostly advertising) piped 
right into people’s brains; the novel’s narrator thinks of the laptop era as 
being “like if you carried your lungs in a briefcase and opened it to breathe.” 
(“Feed” is one of the few Y.A. dystopias in which adolescence doesn’t confer any 
special immunity to the Big Lie. It’s a lot closer to “Brave New World” than to 
“The Hunger Games,” and its ending is notably downbeat.) In perhaps the most 
impressive of the recent crop, “The Knife of Never Letting Go,” by Patrick Ness, 
the Internet appears metaphorically, in the form of a virus that causes people’s 
thoughts to be broadcast into the minds of all those around them. “Information 
is absolutely everywhere today,” Ness has explained, “texts and emails and 
messaging—so much it feels like you can’t get away from it.” Todd, the novel’s narrator, is a post-apocalyptic Huck Finn, the youngest resident of an all-male frontier town (the women have been killed off by the virus), where he’s bombarded by mental “Noise,” a cacophony of impressions and ideas, rendered at one point as a web of overlapping scrawls. Todd prefers to hang out in the nearby swamp, which is also Noisy, because the virus broadcasts animals’ thoughts, too, but less intrusively so: The loud is a different kind of loud, because swamp loud is just curiosity, creachers figuring out who you are and if yer a threat. Whereas the town knows all about you already and wants to know more and wants to beat you with what it knows till how can you have any of yerself left at all? The young readers of “The Knife of Never Letting Go” may feel the same way about their overscrutinized, information-flooded lives, or maybe that’s just how Ness thinks he’d feel if he were them. It somehow fits the paranoid spirit of these novels that adults are the ones who write them, publish them, stock them in stores and libraries, assign them in classes, and decide which ones win prizes. (Most of the reader reviews posted online seem to be written by adults as well.) But kids do read the books, and some of them will surely grow up to write dystopian tales of their own, incited by technologies or social trends we have yet to conceive. By then, reality TV and privacy on the Internet may seem like quaint, outdated problems. But the part about the world being broken or intolerable, about the need to sweep away the past to make room for the new? That part never gets old. 
 
 
 
 
 
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