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A Comparison Of Fear In The Movie Nerve

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The role fear plays on an individual’s life impacts them more than most other aspects of life. The fear that someone is always being watched causes that person to act in a way so as not to get in trouble, not be judged for acting different from the rest of society, and to be accepted and fit in. By using a lens provided from Foucault’s “Panopticism” to watch the film Nerve, it becomes clear that individuals within society conform to what they think other people, or even society as a whole, want them to be. This reveals how society is our prison, and we are its prisoners. However, unlike in the Panopticon and the movie, there is no escape for us. No matter what, there will always be someone there watching and waiting for a mistake to slip. Nerve follows the story of Venus (Emma Roberts), a shy 17-year-old girl who is driven to play an online game by her friend Sydney (Emily Meade). The game, described as a “truth or dare game but without the truth where watchers pay to watch and players play to win it all” is a popular online game where people choose to be one of two roles. Watchers pay a fee for the privilege of watching and taking part in deciding what dares each of the players will have to do, while players are given dares that can range from kissing a stranger for 5 seconds to laying under a train on the tracks as it drives by. Watchers are given screen names to remain anonymous online, and they wear masks and bandanas to cover their faces when filming the players in public. Foucault describes the Panopticon as a circular building where prisoners are being watched by the guards at all times. The inmates cannot see one another or where the guards are watching, but they know they are always there, forcing them to be on their best behavior. In the film, these two roles can be seen through the players and the watchers. The watchers, much like the guards, cannot watch every player at once, but they are constantly filming and watching someone, forcing all of them to follow the instructions exactly as they are given. The players, similar to the prisoners, do not know who's watching nor do they have the time or ability to watch the other players. They are constantly following orders and “behaving” because they

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