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1

Bayu, Muhamad B. Kresna. "Penerapan Finite State Machine pada Squid Game Berbasis Dekstop Menggunakan Unity 3D." Jurnal Aplikasi dan Teori Ilmu Komputer 7, no. 1 (2024): 51–57. https://doi.org/10.17509/jatikom.v7i1.60718.

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Abstract— The emergence of modern games has resulted in children tending to play gadgets and leave traditional games. This study aims to develop a traditional 3D themed game that adapts the desktop-based Squid Game series. Squid Game 3D will be developed by applying the Finite State Machine (FSM) control system design method. In designing the game, the researchers used the Multimedia Document Life Cycle (MDLC) development method which consisted of the concept, design, material collection, assembly, and testing. The concept adapts the Red Light Green Light game found in the Squid Game film. Game designed using UML, Storyboard, and FSM. Materials needed in include writing titles, pictures of characters and images as game backgrounds. Furthermore, the game is made by coding and creating an interface using Unity 3D, Visual Studio Code, and 3D Viewer. As a result, a desktop-based 3D Squid Game was successfully developed next tested using the black box testing. and the result was that all system functions in Squid Game 3D were successfully run.
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Wahyuningtyas, Dessy Putri, and Resi Kartika Prasasti Noer. "Relevansi Permainan Tradisional dalam Film Squid Game Terhadap Perilaku Sosial Anak Usia Dini." Cetta: Jurnal Ilmu Pendidikan 7, no. 1 (2024): 291–304. http://dx.doi.org/10.37329/cetta.v7i1.2620.

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Social behavior is the foundation for children when entering the social world, where children are required to interact with others. The purpose of this research is to find out the similarities of the game in the Squid Game film with traditional games in Indonesia and also to see the social behavior that arises when playing traditional games for early childhood in the Squid Game film. This research uses qualitative research using a library research approach. Data sources are obtained from movies and other supporting sources in the form of literature. The analysis used in this research is content analysis. Content analysis is used to analyze the content of the Squid Game film itself. The findings of this study are that there are components of traditional games in the Squid Game movie, namely: Mugunghwa kkoci pieot seumnida, Juldarigi, Guseul nori, Geonneogi, and Ojingeo geim. The social behavior in the Squid Game film itself is mutual help, cohesiveness, cooperation, demonstration, sportsmanship, discipline, playing together, empathy, respect for others, mutual help, friendship, and solidarity. The relevance of traditional games for early childhood is the relationship between children in playing, traditional games raised in the Squid Game movie can be a learning medium.
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Amirah, Charissa Myandra, Ferdinand Indrajaya, Zhevanya Bintang Kinanti, Yessa Fransiska, and Manaka Yoshida. "Pengaruh Imaginary Prisons Piranesi terhadap Bentuk Set Tangga dalam Film Seri Squid Game." de-lite: Journal of Visual Communication Design Study & Practice 2, no. 2 (2022): 58. http://dx.doi.org/10.37312/de-lite.v2i2.6374.

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<p class="p1">Serial drama Squid Game adalah salah satu film seri yang sempat populer dan meroket pesat melalui layanan streaming Netflix. Squid Game berhasil mencuri hati para penonton melalui keunikan konsep dan alur ceritanya. Keunikan konsep dan alur cerita tersebut turut terbangun oleh keputusan artistik dalam mise en scène-nya. Mise en scène menunjuk pada tata kelola set latar beserta propertinya dalam sebuah pertunjukan teater ataupun film. Salah satu bagian mise en scène dari film tersebut yang akan menjadi perhatian dalam tulisan ini adalah bentuk dari anak tangganya. Bentuknya yang berliku dan nampak tak berujung mengingatkan penulis pada rangkaian lukisan Imaginary Prisons dari Giovanni Battista Piranesi. Bagi penulis, perancangan bentuk anak tangga dalam Squid Game merupakan warisan Piranesi dalam bentuk film seri masa kini. Hwang Dong Hyuk sendiri, sang sutradara Squid Game, sesungguhnya tidak secara langsung terinspirasi oleh Piranesi. Ia pertama-tama dipengaruhi oleh karya-karya dari M.C. Escher yang berkiblat ke Imagine Prison dari Piranesi tersebut. Pemaparan lebih lanjut tentang warisan Piranesi dalam film seri Squid Game akan menjadi fokus dalam penulisan makalah ini. Secara sistematis, pemaparan akan disampaikan melalui beberapa tahapan. Elaborasi dan analisis tentang Imaginary Prisons dari Piranesi akan menjadi tahap awal pembahasan. Kedua, tulisan akan membahas beberapa karya dari M.C. Escher yang turut dipengaruhi Piranesi dan akhirnya turut menginspirasi perancangan bentuk set tangga dari Squid Game. Terakhir, pemaparan yang lebih konklusif untuk menunjukkan keeratan hubungan antara Imaginary Prisons dengan Squid Game akan disampaikan.</p>
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4

Chun, Hye Jin. "A Study of the Localization Strategy for Russian Subtitles of the Korean TV Series “The Squid Game”." Korean Association of Slavic Languages 28, no. 1 (2023): 15–38. http://dx.doi.org/10.30530/jsl.2023.28.1.15.

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The purpose of this article, focusing on the question “Is localization a successful strategy for K-drama?”, is to research strategies and techniques based on an analysis of the Russian translation of The Squid Game, and to analyze the advantages and disadvantages of localization strategies.
 The objectives of this article are as follows: First, to analyze the localization strategies and techniques applied to the Russian translation of “The Squid Game”.
 Secondly, to analyze the effects, as well as the strengths and weaknesses of the localization strategies applied to the translation of “The Squid Game”.
 Third, to research the necessity of localization strategy for Korean drama translation.
 The object of analysis in this article are the Russian subtitles of the Netflix translation of the Korean series “The Squid Game”.
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5

Elyta, Elyta, and Hertanto Hertanto. "Pemikiran Politik Thomas Hobbes Dalam Serial Drama Squid Game." Journal of Education, Humaniora and Social Sciences (JEHSS) 5, no. 2 (2022): 1002–9. http://dx.doi.org/10.34007/jehss.v5i2.1349.

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In 2021, South Korea will make the Squid Game drama series with the mystery horror genre. The research will look at the political thinking of Thomas Hobbes in this series with the aim of analyzing the form of natural consciousness, social contract in the form of the State which is broadcast through storylines, dialogues and descriptions of the situation in the Korean drama series Squid Game. This article is a literature study on the state of nature, social contract and the concept of the state from Thomas Hobbes' political thought through the drama series Squid Game produced from South Korea. His opinion of the state is scary, cruel, and obeyed like Leviathan to make the disorderly state of human nature controllable. Human nature is homo homini lupus or humans are wolves to each other. The social contract according to Thomas Hobbes is an agreement between the people and the state, but the state is not bound by the social contract. The state/king position is above the social contract, the state has absolute authority or is called the king, it cannot be wrong. This study concludes that in the Korean drama series Squad Game, there is a thought by Thomas Hobbes which states the importance of absolute state power to create perfection. Peace can be obtained by presenting fear to the individual through the State, conflict will be avoided, society will be subject to the law with fear that is continuously maintained by the State.
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Kim, Heekyung. "A Study on the Box Office Factor Analysis of Squid Game: Focusing on Subverted Playfulness and Uncanny Expressions." Academic Association of Global Cultural Contents 54 (February 28, 2023): 93–111. http://dx.doi.org/10.32611/jgcc.2023.2.54.93.

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The Netflix drama <Squid Game> is a very successful K-drama both at home and abroad. The reasons for the success of this drama are diverse, such as universal and interesting scenarios, unique multi-casting and acting, tension-filled conflict structure in each episode, and mission-based game method. <Squid Game> was analyzed by dividing into two types. First, with respect to playfulness, the play theories of Johan Huizinga, Hans-Georg Gadamer, and Roger Caillois were applied to figure out how it was subverted in <Squid Game> and changed purposeless play into purposeful play. As a result of the analysis, the subverted playfulness in <Squid Game> is first, play that violates the characteristics of play, second, distorted play space, third, simple play and complex human nature, fourth, play that is alienated and suffered, and fifth, the experience of the viewer. I was able to derive the characteristic of a play that becomes a self. Next, I looked at how the uncanny was expressed through numerous formative images, spaces, devices, colors, and play methods that appeared in <Squid Game>. As a result, first, unfamiliarity due to changes in spatial function, second, an automaton in the Uncanny Valley, third, dangerous drawing in an inverted space, fourth, fear of elinx and dark abyss, fifth, The cruel space of Pernos, the sixth, the hierarchical discomfort of line drawing, and finally, the overturning of color and the animated space were found to be uncanny expressions in <Squid Game>. It is hoped that this analysis of box office factors will help the development of K-drama in the future.
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Eom, Jinju, Daeseok Yun, and Yuhyun Park. "A Study on Cultural Criticism Discourse of “Squid Game” from the Perspective of Korean Culture Education." Korean Society of Culture and Convergence 45, no. 1 (2023): 267–81. http://dx.doi.org/10.33645/cnc.2023.01.45.01.267.

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This article explores the direction of Korean culture education by analyzing overseas critical articles on “Squid Game,” which has recently gained worldwide popularity. To this end, previous studies about Korean culture education and intercultural education were examined, and the framework of analysis was derived as “universality,” “specificity,” and “individuality”. Based on this, cultural factors appearing in 50 English articles on “Squid Game” were analyzed. Then a discourse analysis was conducted by selecting 19 articles corresponding to cultural criticism. As a result, overseas perspectives on “Squid Game” were divided into identity-centered interpretation, difference-centered interpretation, and analogical interpretation. Through the significance and limitations of each interpretation, suggestions for the future direction of Korean cultural education were derived.
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8

Chonnia, Irannia Uma, and Lidiyatul Izzah. "The Use of Squid Game Simulation for Challenging Students' Vocabulary Mastery." Journal of Languages and Language Teaching 10, no. 4 (2022): 508. http://dx.doi.org/10.33394/jollt.v10i4.6000.

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Applying Squid game simulation is one of the effective techniques for English teachers who want to allow their students practice in the target language. This game allows students not only to practice English forms that they already acquired, but also allow them to improve new vocabularies and English structures. Therefore, this study aims to determine the improvement of students' vocabulary mastery skills in English lessons using a squid game simulation, namely Ddakji game simulation, and Green light Red Light game simulation. The game simulation is designed to enhance students’ vocabulary mastery at elementary schools. The subject of this research is a second grader at SDN Pondok Benda 01 at the academic year 2021/2022 consisting of 30 students. The method used in this study is a qualitative method with classroom practice. The results of this study indicate that there is an increase in students' vocabulary mastery skills. The achievements in the practice class are effective, students feel happy and feel challenged to want to learn more English. The squid game simulation improves the vocabulary mastery of students in second grade at SDN Pondok Benda 01.
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Akbar, Moh Rifaldi. "Redefining Orientalism Through “Squid Game”: Sentiment Analysis And Word Cloud R Studio." Metacommunication; Journal of Communication Studies 9, no. 1 (2024): 32. http://dx.doi.org/10.20527/mc.v1i1.18794.

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This article aims to redefine Edward Said's definition of orientalism in the era of contemporary communication and information technology through the comments column for the film Squid Game on the IMDB (internet movie database) website. This paper argues that the Orientalist attitude of a dominant English-speaking country such as the United States emerged as a consequence of its white superior hegemony. In the midst of this orientalist attitude, today's communication and information technology has become a discursive channel for the world community to conduct ongoing discussions on films by Asians. By using the text in the comment column for the film Squid Game on IMDB.com as a case example, this article provides a discussion regarding the need to rethink the conceptual definition of orientalism today. This paper uses a digital research methodology with analysis tools using R Studio with two types of analysis, namely word cloud and sentiment analysis. By utilizing the programming language functions available in R Studio, this paper mines text from the IMDB.com comments column for the film Squid Game. This article contains results obtained from digital research methods, namely the Squid Game comments column focuses on characters, plot, acting and story. Meanwhile, sentiment analysis shows the dominance of positive sentiment and some negative sentiment. Therefore, this article argues that the battle between negative and positive sentiments in the Squid Game comments column is a means of resetting the negative stigma towards Asian films and eroding the orientalist attitudes that the West oppresses towards "the East."
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10

Putra, Gustian Rama. "The Sustainability of The Netflix's Business Processes With Knowledge Risk Management Approach." Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika 20, no. 1 (2022): 35–43. http://dx.doi.org/10.33751/komputasi.v1i1.5935.

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The Squid Game film is a film that is very familiar among the public because the story, storyline, and also the quality provided gives a very good impression that can be accessed by the public through an application called Netflix. Not surprisingly, many people remember their childhood in these stories. However, on the side of its very global fame, there are several issues that must be faced by Netflix in showing the Squid Game film that can threaten the sustainability of Netflix's business process itself. Through this research, we will analyze the factors that cause Netflix to face the worst scenario in showing the Squid Game film through Factor and Regression analysis on a predetermined model. The results stated that there were 9 factors that caused Netflix to have to deal with this problem.
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Subramanian, Prerna. "Wasted or Stolen Time: Squid Game, Debt, and Dispossession of Time." Journal of Asia-Pacific Pop Culture 8, no. 2 (2023): 195–210. http://dx.doi.org/10.5325/jasiapacipopcult.8.2.0195.

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Abstract This article delves into the portrayal of the relationship between indebted individuals and disposable time in the South Korean Netflix TV series Squid Game (2021–present). It argues that the show illustrates how the debt-ridden, so-called unproductive members of society are denied the right to have disposable time and are excluded from moments of play and leisure and denied escape from their perpetual debt cycle. The analysis focuses on two pivotal moments: the recruitment of Gi-Hun and the persuasion of Oh Il-Nam to participate in the deadly game. In the final episode, Oh Il-Nam is revealed as the wealthy mastermind behind the Squid Game, highlighting the rich’s exploitation of the indebted individuals’ time for their own leisure and profit. The article concludes by suggesting an alternative perspective: considering time as stolen rather than wasted, prompting further contemplation on the complex dynamics of power, time, and exploitation depicted in Squid Game.
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12

Hongyu, Jiang. "On the Theme of Squid Game." Film,Television and Theatre Review 2, no. 2 (2022): 74–78. http://dx.doi.org/10.35534/fttr.0202013.

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Elis saidah, Ariz salma hernanda, Nurina Fadilatu Shaumi, Asri Sawalianti, and Lisa Noviyani. "Pengembangan Motorik Kasar Melalui Permainan Squid Game di TK Sejahtera Cigugur." Edu Happiness : Jurnal Ilmiah Perkembangan Anak Usia Dini 2, no. 2 (2023): 162–70. http://dx.doi.org/10.62515/eduhappiness.v2i2.208.

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Early childhood is very close to games because for early childhood games are the most fun part for children and one way to develop various aspects that exist in children. The purpose of this study was to determine the development of children 's gross motor skills through squad games. The research method used in this study is a descriptive method with a qualitative approach. The results of the study found that the development of gross motor skills in children through squid games was actually able to train locomotor movements in children. mat is meant by the locomotor movement itself in this case is the displacement movement carried out by certain body parts.
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Kusumayanti, Dina Dyah, Khoirun Nisaatul Mukharomah, Eulalia Czesarina Wijayanti, Rika Andriaka, and Siti Atiqahgania Sasli. "Analisis Aspek-Aspek Hegemoni Dan Dominasi Sosial Ekonomi Dalam Serial ‘Squid Game’." Jurnal ENTITAS SOSIOLOGI 11, no. 2 (2022): 135. http://dx.doi.org/10.19184/jes.v11i2.33792.

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Film merupakan sebuah karya yang dapat dijadikan media hiburan sekaligus media edukasi. Ditayangkan di Netflix pada tahun 2021, serial „Squid Game‟ merupakan salah satu serial film yang mengandung unsur hiburan dan unsur edukasi yang mengasah pola pikir kritis para penontonnya. Nyatanya, serial tersebut meraih popularitas yang cukup tinggi di seluruh dunia. Penelitian ini bertujuan untuk mengungkap beberapa aspek hegemoni dan dominasi sosial-ekonomi yang merupakan bentuk ideologi melalui dua pertanyaan penelitian yakni (a) apa saja aspek-aspek yang menunjukkan eksistensi hegemoni dan dominasi sosial-ekonomi dalam serial „Squid Game‟ dan (b) bagaimana hegemoni dan dominasi sosial-ekonomi mempengaruhi kehidupan para pemain dan masyarakat dalam serial tersebut. Teori hegemoni Antonio Gramsci digunakan untuk menjawab pertanyaan penelitian di atas. Jenis penelitian ini merupakan penelitian deskriptif kualitatif dengan menggunakan teknik observasi kritis dalam pengumpulan data. Adapun data yang dianalisis adalah berupa penggalan adegan serial „Squid Game‟. Penelitian ini menemukan bahwa hegemoni akan paham kapitalisme menyebabkan masyarakat percaya bahwa kekayaan dan status sosial dapat memberikan kekuasaan.
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Stekl, Míša. "The Global Village and Its Others." Galactica Media: Journal of Media Studies 4, no. 4 (2022): 17–29. http://dx.doi.org/10.46539/gmd.v4i4.261.

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This paper opens a dialogue between Marshall McLuhan and Squid Game, the hit 2021 Netflix series. I argue that Squid Game both exposes and reproduces the repressed libidinal economy that underwrites media studies’ understandings of political economy and of the global circulation of media. Many media theorists after McLuhan have extended his “global village” thesis, according to which globalization has birthed a nascent universal consciousness. What are we to make, then, of McLuhan’s affirmation that “it is no longer possible to adopt the aloof and dissociated role of the literate Westerner” when, roughly six decades later, “we” in the West are witnessing a decidedly “aloof and dissociated” VIP audience spectate, alongside us, the suffering of South Korean subalterns (4)? My paper critically questions McLuhan’s “global village” by reflecting on the contradictions inherent in Squid Game’s anti-capitalist desire to expose the suffering of subaltern masses for the pleasure of bourgeois voyeurs, given that the show’s own audience is composed of many such Western bourgeois voyeurs. If “we,” like “Gganbu” in Squid Game, seek pleasure and above all fun as we consume the violent objectification of the Other, perhaps the “global village” is not so peaceful after all. After considering how the show may be read both through and against McLuhan’s analysis of violent “retribalization” in “our” (post)modern electric age, I conclude that the political economy of the global village runs on a hidden structure of desire that only produces an elite few (VIPs) as full human subjects by brutally reducing subaltern masses to objects. It is this libidinal economy that Squid Game forcefully brings into view, so forcefully that its own mass appeal may feed the violent desires of Netflix audiences rather than vanquish them. The question, ultimately, will be: can subaltern media(lity) speak?
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Lee, Gang-rok. "The tendency of desire in Squid Game: Focusing on the sainthoms of O Il-nam." Korean Language and Literature 125 (November 30, 2023): 223–42. http://dx.doi.org/10.21793/koreall.2023.125.223.

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This paper analyzes the tendency of desire in Squid Game.
 The dystopian world of Squid Game is a world of regression that arises from the boredom of the game's designer, Oh Il-nam, and the VIPs. From a psychoanalytic perspective, Squid Game can be seen as the emergence of the real as a metaphorical signifier of sainthome, caused by the depletion of jouissance. They are trying to recover the problem of loss of being as a stimulus by constructing a distorted world, socializing objects, and indulging in enjoyment from them. A series of attempts follow the logical structure of the Discourse of the Master. In particular, the way the game participants come to desire the game world is by destroying their humanity to cultivate ruthless competitive abilities and resocializing them by engaging in predatory gambling. Gambling is like a symptom that is forced on the weak in a polarized world. The tendency of desire itself is a criticism of this game world, which reflects the world, and at the same time a criticism of the polarized reality.
 O Il-nam, who makes people desire this world, is actually a person who is skeptical of the world's powerlessness. In contrast, Gi-hun eventually denies the position and achievement of the world created by O Il-nam. O Il-nam, who was a strong man in a polarized world and a transcendent other in a created world, but was struggling with the desire for stimulation, ended his life by asking Gi-hun, who did not give up his own existence, the value of human existence. This drama tried to avoid the hackneyed social participation stories through a symbolic and allegorical reflection of the polarized world, and attempted an ethical question about the problem of human desire that has reached an existential limit. This deserves to be evaluated as one of the merits of the Squid Game narrative.
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Ariska, Nia, and Silviana Purwanti. "Resepsi Analisis Mengenai Adegan Kekerasan dalam Film Squid Game." Jurnal Ilmiah Komunikasi (JIKOM) STIKOM IMA 16, no. 03 (2024): 33. https://doi.org/10.33221/jikom1.v16i03.359.

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Seiring perkembangan industri perfilman, genre dan tema film semakin beragam, namun tema yang mengandung kekerasan dan seks sering menimbulkan kekhawatiran publik. Film "Squid Game" adalah contoh film dengan unsur kekerasan yang mencolok. Penelitian ini bertujuan mendeskripsikan dan menjelaskan penerimaan penonton terhadap adegan kekerasan dalam "Squid Game" menggunakan analisis resepsi David Morley. Metode penelitian yang digunakan adalah kualitatif deskriptif dengan pendekatan Resepsi Analisis, yang menekankan makna yang terbentuk saat audiens menerima pesan media. Informan dalam penelitian ini adalah anggota Komunitas Layar Mahakama di Samarinda, dengan rentang usia 18-25 tahun. Data dikumpulkan melalui wawancara mendalam. Hasil penelitian menunjukkan bahwa resepsi terhadap adegan kekerasan bervariasi sesuai pengetahuan dan latar belakang sosial budaya informan. Berdasarkan teori David Morley, terdapat tiga posisi audiens: dominan, negosiasi, dan oposisi. Kesimpulannya, pemahaman lebih baik tentang respons audiens terhadap kekerasan dalam film dapat membantu produsen konten menyusun narasi yang lebih bertanggung jawab secara sosial. Penelitian ini merekomendasikan studi lanjutan dengan sampel lebih luas dan variasi latar belakang audiens untuk pengembangan konten media yang lebih inklusif dan bertanggung jawab. Kata kunci: adegan kekerasan, film, resepsi analisis, respon audiens, squid game
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Gerald Witera, Adryan Allen, Albert Louis, Jovita Anggi Taruli, and Nurmalita Sari. "REPRESENTATION OF HOBBESIAN THEORY IN THE FILM SERIES “SQUID GAME” IN THE VIEW OF GENERATION Z." Jurnal Kewarganegaraan 5, no. 2 (2021): 621–32. http://dx.doi.org/10.31316/jk.v5i2.1955.

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Abstract‘Squid Game’ is a film series from South Korea that is in high demand lately. This film tells the story of a group of people who are in debt and end up participating in a game competition that puts their lives on the line to earn money. This game is designed by a frontman who manages to avoid chaos during the game. Each player has also signed an agreement/contract while at the game venue. In this paper, we will discuss the representation of the running of politics and government within the scope of the country from the film series ‘Squid Game’ based on the social-political theory of Thomas Hobbes. This research was conducted by means of literature studies and surveys. Based on the results of data analysis, there are things in this film that can describe the politics and government of the country. Frontman describes the position of a leader of a country, players describe the position of citizens, game contracts describe the laws of the country that must be obeyed, and the game place describes the territory of a country. This film also describes social conflicts that may occur among the people, proletarian rebellions, and the government's way of dealing with conflicts with dictatorial systems, democracy, and others. From the research results, readers can see this film from a different perspective and can better understand the world of politics and state government.Keywords: 'Squid Game', politic, country, government, Hobbesian AbstrakSquid Game adalah serial film dari Korea Selatan yang sangat diminati akhir-akhir ini. Film ini bercerita tentang sekelompok orang yang berhutang dan akhirnya berpartisipasi dalam kompetisi game yang mempertaruhkan nyawa mereka untuk mendapatkan uang. Game ini dirancang oleh frontman yang berhasil menghindari kekacauan selama pertandingan. Setiap pemain juga telah menandatangani perjanjian/kontrak saat berada di tempat permainan. Dalam makalah ini, kita akan membahas representasi jalannya politik dan pemerintahan dalam lingkup negara dari seri film 'Squid Game' berdasarkan teori sosial-politik Thomas Hobbes. Penelitian ini dilakukan melalui studi literatur dan survei. Berdasarkan hasil analisis data, ada hal-hal dalam film ini yang bisa menggambarkan politik dan pemerintahan negara. Frontman menggambarkan posisi seorang pemimpin suatu negara, pemain menggambarkan posisi warga negara, kontrak permainan menggambarkan hukum negara yang harus dipatuhi, dan tempat permainan menggambarkan wilayah suatu negara. Film ini juga menggambarkan konflik sosial yang mungkin terjadi di antara rakyat, pemberontakan proletar, dan cara pemerintah menangani konflik dengan sistem diktator, demokrasi, dan lain-lain. Dari hasil penelitian, pembaca dapat melihat film ini dari perspektif yang berbeda dan dapat lebih memahami dunia politik dan pemerintahan negara bagian.Kata kunci: 'Squid Game', politik, negara, pemerintah, Hobbesian
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Godulla, Alexander. "Rotes Licht, grünes Licht. Kommunikationswissenschaftliche Perspektiven auf die südkoreanische Serie Squid Game." Communicatio Socialis 55, no. 3 (2022): 380–93. http://dx.doi.org/10.5771/0010-3497-2022-3-380.

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Die südkoreanische Serie „Squid Game“ hat weltweit die höchste Reichweite erzielt, die jemals für eine Netflix-Serie gemessen worden ist. Mit ihren expliziten Gewaltdarstellungen hat die 2021 gestartete Produktion eine medienethische Diskussion ausgelöst. Dieser Beitrag zeigt auf, unter welchen ökonomischen Rahmenbedingungen Medienunternehmen auf dem Video-on-Demand-Markt konkurrieren. Im Anschluss wird „Squid Game“ in die Genres New Korean Cinema und K-Drama eingeordnet. Komplementär dazu greift die theoretische Perspektive des Beitrags Themen wie Nachahmung, die Kultivierungshypothese, den Werther-Effekt, Hype, Fear of Missing out, den Uses and Gratifications Approach und parasoziale Interaktion auf. Den Abschluss bilden Befunde einer darauf aufbauenden Gruppendiskussion.
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Yustina, Ajeng Fani, and Yahfizham Yahfizham. "Game Based Learning Matematika dengan Metode Squid game dan Among us." Jurnal Cendekia : Jurnal Pendidikan Matematika 7, no. 1 (2023): 615–30. http://dx.doi.org/10.31004/cendekia.v7i1.1946.

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Karena banyaknya rumus dan perhitungan yang sulit dipahami, matematika dikenal sebagai mata pelajaran yang kurang diminati siswa. Guru hanya menggunakan buku, LKS, dan sesekali slide dan power point. Siswa akan mengalami kebosanan dan kepasifan akibat pembelajaran matematika yang monoton. Oleh karena itu, diperlukan suatu strategi atau alat yang bisa membangkitkan minat dan keterlibatan siswa, salah satunya adalah Games based learning (GBL). Tujuan dari penelitian ini adalah untuk mempelajari lebih lanjut tentang bagaimana pembelajaran berbasis permainan (GBL) mempengaruhi kegiatan belajar bagi siswa. Metode literature review yang merupakan metode penelitian dengan tujuan mengumpulkan dan memperoleh intisari dari penelitian terdahulu sebelum dianalisis digunakan dalam jenis penelitian ini yang mengambil pendekatan kualitatif. Hasil kajian atau review pembelajaran matematika berbasis games dengan metode Squid game and among us untuk siswa SD, SMP, dan SMA memenuhi kriteria inklusi penelitian ini. Dokumentasi digunakan untuk pengumpulan data, dan sifat penelitian ini adalah analisis deskriptif dan jenis data sekunder. Permainan cumi-cumi dan metode pembelajaran matematika berbasis permainan lainnya memiliki dampak positif terhadap pembelajaran siswa, menurut temuan kajian literatur yang dilakukan. Semangat belajar siswa yang meningkat dibuktikan dengan perilakunya yang menunjukkan bahwa kegiatan belajar menjadi lebih menyenangkan.
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Tsykhovska, Ellina. "Reception of the Series “Squid Game” in the World Media: the Reasons for Popularity." Scientific notes of the Institute of Journalism, no. 2(81) (2022): 9–22. http://dx.doi.org/10.17721/2522-1272.2022.81.1.

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The article studies the phenomenon of the popularity of the South Korean dystopian series “Squid Game”, which was released on September 17, 2021 on the streaming service “Netflix” and became its biggest success, as well as a global cultural sensation by the number of views in at least 90 different countries. Many world media outlets reacted to this success with the articles not only of a news nature, but also with their own hypotheses regarding its causes. Therefore, the objective of the article is to investigate the reasons for the popularity of the TV series “Squid Game” based on reception of the world’s leading English-language media. Thus, the object of this study was the reports about the series “Squid Game” in “BBC News”, “BuzzFeed News”, “CNN”, “Financial Times”, “Forbes”, “London Review of books”, “NBC News”, “The New Yorker”, “The Guardian”, “The New York Times”, “The Wall Street Journal”, “The Washington Post”, “Time”, “New York Post”, as well as “Digital Trends”, “Impacter”, “The Sun”, “The Straits Times”, “Vox”, “USA Today”, “Vulture”, etc. The subject is their meaning palette. It was found that the global interest in the Korean cultural product was listed among the reasons for the popularity of “Squid Game” in the media; advertising in social networks from the users based on the principle of “word of mouth”; the genre “competition for survival”; the topic “economic inequality”, known to the most consumers; the heroes are selected from the different strata of population, which promotes empathy. In turn, we believe that the popularity of the series “Squid Game” is due to its relevance, namely: reflection of the modern viewer’s fears about the lack of money and debts, aggravation of conspiracy theories with the emergence of coronavirus pandemic and the markers of fairy tales familiar from childhood, which represent the same plots similar as in the series. Developing the citation by one of the journalists that the unexpected brutality of the show contributes to catharsis, we believe that, indeed, the series operates according to the scheme of the ancient Greek theater, where the main function of watching the heroes of drama was to clear oneself of one’s fears and problems.
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Sari, Novia, Tutut Ismi Wahidar, and Ismandianto Ismandianto. "Analisis Wacana Kritis Masalah Sosial dalam Serial Drama Squid Game." Jurnal Ilmu Komunikasi 12, no. 1 (2023): 24–36. http://dx.doi.org/10.35967/jkms.v12i1.7500.

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Salah satu serial terpopuler Netflix ialah Serial drama Squid game yang mengandung alegori besar masyarakat. Masalah sosial pada dasarnya merupakan suatu kondisi kehidupan dalam masyarakat yang tidak diinginkan atau suatu kondisi kehidupan yang menimbulkan persoalan. Masalah sosial dapat terjadi karena adanya hambatan dalam pemenuhan kebutuhan, akibat perubahan sosial ekonomi serta penggunaan ilmu pengetahuan dan teknologi. Penelitian ini bertujuan untuk membongkar wacana masalah sosial dengan metode analisis Wacana Kritis milik Norman Fairclough, berfokus pada “ketidakberesan” fenomena sosial pada serial drama Squid game. Penelitian ini merupakan penelitian kualitatif. Teknik pengumpulan data melalui observasi, dokumentasi dan studi pustaka. Teknik analisis data yang digunakan ialah teknik analisis Norman fairclough, dengan proses analisis yaitu mengamati subjek, objek, komposisi dan unsur tersirat yang merepresentasikan masalah sosial. Sedangkan teknik pemeriksaan keabsahan data menggunakan triangulasi sumber. Hasil penelitian merupakan kesimpulan analisis yang sudah dilakukan dimana peneliti memperoleh sebanyak 30 scene yang mengandung unsur masalah sosial. Hasil analisis menunjukkan bahwa serial drama squid game mengandung aspek yang membangun fenomena masalah sosial dari segi komposisi, dialog, dan praktik sosial di dunia nyata. Hasil analisis juga merupakan kritik secara tidak langsung terhadap permasalahan sosial masyarakat yang terjadi.
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Phillip, Olivia Yuriko, and Wulan Purnama Sari. "Kelas Sosial dalam Serial Drama Squid Game (Studi Semiotika Roland Barthes dari Perspektif Karl Marx)." Koneksi 7, no. 2 (2023): 437–45. http://dx.doi.org/10.24912/kn.v7i2.21484.

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A film is a complex piece of mass media. Movies consist of audio and video that can affect the audience's emotions. There are various categories in film, one of which is drama series. This study uses Karl Marx's theory to describe and analyze the social class in the drama series 'Squid Game.' The research method used is semiotics, according to Roland Barthes. Karl Marx defines the concept of social class based on the integration of economic relations, occupation, and education. Based on the results of Roland Barthes' semiotic analysis that has been carried out in the drama series 'Squid Game,' it can be seen that there is a description of social class like Karl Marx's theory. Scenes and symbols in the drama series show a picture of social class based on the integration of economic relations where people with lower social status will be treated arbitrarily by those with higher social status. Film terdiri dari audio dan video yang dapat mempengaruhi emosi penonton. Ada berbagai macam kategori dalam film, salah satunya yaitu serial drama. Penelitian ini ingin memberikan gambaran dan menganalisis kelas sosial yang ada dalam serial drama ‘Squid Game’ dengan menggunakan teori milik Karl Marx. Metode penelitian yang digunakan adalah semiotik menurut Roland Barthes. Karl Marx mengartikan konsep kelas sosial didasarkan pada integrasi hubungan ekonomi, pekerjaan, dan pendidikan. Berdasarkan hasil analisis semiotika Roland Barthes yang telah dilakukan dalam serial drama ‘Squid Game’, dapat diketahui bahwa terdapat gambaran mengenai kelas sosial seperti teori Karl Marx. Adegan dan symbol dalam serial drama menunjukkan gambaran kelas sosial yang didasarkan pada integrasi hubungan ekonomi di mana orang-orang yang memiliki status sosial yang lebih rendah akan diperlakukan secara semena-mena oleh mereka yang memiliki status sosial lebih tinggi.
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Lee, Hyangjin. "The Squid Game and Media Criticism in Japan." Korean Journal of Japanology 131 (May 31, 2022): 17–36. http://dx.doi.org/10.15532/kaja.2022.05.131.17.

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Shim, Eunjin. "Netflix's New Visual Aesthetics - Focusing on 'Squid Game'." Korean Association for Visual Culture 45 (December 31, 2024): 49–67. https://doi.org/10.21299/jovc.2024.45.3.

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Yunita Indinabila, E.Rizky Wulandari, and Yuga Adi Kusuma. "Analisis Marketing Public Relations pada Serial Netflix Squid Game Season 2." DIGICOM : Jurnal Komunikasi dan Media 5, no. 1 (2025): 34–46. https://doi.org/10.37826/digicom.v5i1.881.

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Artikel ini membahas strategi marketing public relations yang diterapkan oleh Netflix dalam mempromosikan Squid Game Season 2. Dengan meningkatnya persaingan di industri hiburan, Netflix mengadopsi pendekatan inovatif untuk menarik perhatian audiens dan membangun keterlibatan yang lebih dalam. Penelitian ini menganalisis berbagai elemen strategi pemasaran, termasuk penggunaan media sosial, kolaborasi dengan influencer, dan penyelenggaraan event interaktif yang melibatkan penggemar. Melalui metode kualitatif, artikel ini mengeksplorasi dampak dari strategi tersebut terhadap popularitas serial, yang tercermin dalam jumlah tayangan dan interaksi di platform digital. Hasil analisis menunjukkan bahwa pendekatan yang terintegrasi dan responsif terhadap tren budaya pop telah berkontribusi signifikan terhadap kesuksesan Squid Game Season 2. Temuan ini memberikan wawasan berharga bagi praktisi marketing dan akademisi mengenai pentingnya inovasi dalam strategi public relations di era digital.
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Rachmanda Putri, Marsha, Atik Aprianingsih, Jovanska Arfianda Imran, and Rahmat Ridlo Aminuddin. "Does Pop Culture Trend Drives Brand Awareness on Purchase Intention? A Case Study of the Squid Game Movie Series on Dalgona Candy." Journal Integration of Management Studies 1, no. 1 (2023): 31–40. http://dx.doi.org/10.58229/jims.v1i1.16.

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This study investigated the inclination between the pop culture trend of squid game movies to Dalgona candy purchase intention. The statistical population includes millennials familiar with Korean drama and those who watched the Squid Game movie series in particular. 130 people were selected by random sampling to respond to a research questionnaire. Variables were analyzed by multiple regression analysis using validity and reliability measurement through Cronbach's alpha from SPSS and RStudio to find the intercept between brand awareness and trend theory variables. Findings stated that both variables positively impact Dalgona Candy Purchase Intention. However, The variable of Trend Theory does not have a significant impact on Dalgona Candy Purchase Intention. Meanwhile, brand awareness is not the key to purchase intention despite having a positive effect.
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Tripti Bumra and Swarika Arora. "Various marketing tactics used by brands in collaboration with Netflix (A Special Case of Squid Game – Season 2)." World Journal of Advanced Research and Reviews 25, no. 2 (2025): 1900–1903. https://doi.org/10.30574/wjarr.2025.25.2.0527.

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This study is aimed to reveal that in this digital world where there is a stiff competition among brands, every brand wants to be a market leader by keeping the current trends in their mind. Currently, the Korean wave is most shinning trend across the globe. One of its evidence is the buzz created by the recent Korean web series – Squid Game worldwide. This article is themed on the idea that Squid Game has got the attention of not only its viewers but also of the various brands and Netflix too. By looking at its popularity both brands and Netflix have jumped into the advertisement world with various marketing strategies to promote themselves. This tactic can be summarised as “make hay while the sun rises”.
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Kaçar, Ferhat. "Homo Ludens: The Changing Meaning and Function of Game from Traditional Life to Culture Industry ‘Squid Game’ Example." Sakarya İletişim 4, no. 2 (2024): 107–28. https://doi.org/10.70684/silet.1539478.

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Game is a fundamental part of human life and a universal phenomenon. Throughout history, games have played an important role in every age from childhood to adulthood, contributing to personal and social development. However, over time, with the development of industrial processes, games have become a part of the culture industry and this has led to a change in the meaning and function of games. This study emphasises the relationship of the series Squid Game with the game and its changing function. In the theoretical part of the study, the definition of the concept of game and its relationship with culture are evaluated by focusing on Johan Huizinga’s ‘Game Theory’. Then, the traditional children's games in the series Squid Game are analysed in the context of Huizinga's game theory and the function and meaning of the game that has been lost with capitalist life are revealed. In the study, four of the six children's games in the series were analysed using semiotic and discourse analysis methods. These analyses show how the elements of fun, sincerity and enjoyment change under difficult conditions. The findings reveal that economic pressures and social inequalities have transformed the function of games and that children's games have become deadly and cruel in the struggle for survival and the ambition to make money in modern society. As a result, it is understood that children's games in the series have lost their innocence by breaking away from their real ties with the capitalist system.
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TUNA, Sinem, and Cem AKGÜN. "Examination of the Series "Squid Game" with the Method of Psychoanalysis in the Context of Themes of Fear and Violence." İstanbul Gelişim Üniversitesi Sağlık Bilimleri Dergisi, no. 17 (August 29, 2022): 636–47. http://dx.doi.org/10.38079/igusabder.1018087.

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Hem geleneksel medya yapısı içinde hem de yeni dijital platformların varlığıyla diziler ve filmler, kitleleri etkilerken küresel kodları da ortaya koymaktadır. Günümüzün en popüler dijital dizi ve film platformlarından biri olan Netflix’te 17 Eylül 2021 tarihinde tüm dünyada gösterime açılan “Squid Game” dizisi kısa sürede en çok izlenen orjinal yapım haline geldi. Sınırları aşan bir etkileşimle popüler kültürün bir parçası oldu. Dizi, Güney Kore’de yetişkinlerin, çocuk oyunlarını oynadığı hikâyeler üzerinden anlatılmaktadır. Asıl can alıcı noktası ise toplumsal pek çok konu oyunlar üzerinden anlatılırken, katılımcıların açlık ve sefaletle mücadele ediyor olmasıdır. Oyunlar, mücadele alanlarını temsil ederken katılımcılar ya hayatta kalıp devam edecekler ya da ölümle yüzleşeceklerdir. Anlatının büyük bölümüne yerleştirilmiş olan “korku” ve “şiddet” unsurları, bizlere bu kavramların evrensel yüzünü yeniden göstermektedir. İnsanı merkez alan sinema ve tıp disiplinlerinin örtüşmesini de sağlamaktadır. Son yıllarda sinema ve tıp ilişkisinin akademik boyutta hem derslerde hem de yayınlarda ele alındığı bilinmektedir. Psikolojinin konuları arasında yer alan “korku” ve “şiddet” kavramlarının, sinema dili içerisinde de yer alması disiplinlerarası bir çalışmanın etkisini de ortaya koymaktadır. Bu çerçevede “Squid Game” dizisi sinema perspektifinden ele alınarak Lacan ve Freud gibi düşünürlerin kuramlarından yararlanılarak “ruhsal çözümleme” yöntemiyle incelenecektir.
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Jankowiak, Adam, and Magdalena Michalak. "Dlaczego wszyscy gramy w czerwone światło–zielone światło? Analiza fenomenu serialu Squid Game." Panoptikum, no. 28 (December 29, 2022): 73–85. http://dx.doi.org/10.26881/pan.2022.28.04.

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In the last few years, a growing South Korean influence in the global pop culture can be observed, which is manifested by, among others, the popularity of K-Pop and series called K-Dramas. In 2021, its culmination was the premiere of Squid Game directed by Hwang Dong-hyuk on the Netflix streaming service. This production turned out to be the most watched series in the history of this platform and a global cultural phenomenon. There has been a lot of speculation in the media about the success of this production. This article will discuss the most important factors that influenced the emergence of the Squid Game cultural phenomenon, such as references to social issues and South Korean history, the distinctive style of South Korean cinematography, and elements related to social media and psychology.
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Świerczyńska, Marta. "Recepcja serialu „Squid Game” i jego potencjalny wpływ na wizerunek Korei Południowej w Polsce." Studia Filmoznawcze 44 (December 21, 2023): 31–43. http://dx.doi.org/10.19195/0860-116x.44.3.

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The article presents the results of a study on the reception of the South Korean Netflix production, Squid Game, in the first months after its release. The study analyzes the discourse observable in the articles concerning the series in popular Polish internet portals and focuses on examining the ways of writing about South Korea, the sentiments towards the country, and the premises concerning its image. The study shows mostly positive attitudes towards Squid Game, which could factor into a positive image of the country. At the same time, it shows that the phenomenon of hallyu in Poland remains insignificant or unnoticed in this case despite the observed popularity of the show, and the image of the country resulting from the plot of the series is lost at the stage of media reception.
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Widyadewi, Ni Gusti Ayu Dhyana, Ranti Julita, and Nani Sunarni. "Pelanggaran Prinsip Kerja Sama pada Drama Korea “Squid Game”." Diglossia: Jurnal Kajian Ilmiah Kebahasaan dan Kesusastraan 14, no. 2 (2023): 127–39. http://dx.doi.org/10.26594/diglossia.v14i2.3263.

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Penelitian ini membahas pelanggaran maksim prinsip kerja sama yang terjadi di dalam drama Korea “Squid Game”. Tujuan dari penelitian ini untuk mengetahui pelanggaran maksim-maksim prinsip kerja sama yang terjadi pada tuturan yang diujarkan oleh tokoh-tokoh dalam drama Korea “Squid Game” beserta implikatur-implikatur yang menyertainya. Penelitian ini menggunakan metode kualitatif deskriptif untuk mendeskripsikan pelanggaran maksim prinsip kerja sama pada setiap data tuturan yang ditemukan. Teknik pengumpulan data yang digunakan yaitu simak bebas libat dan catat dengan data berupa tuturan-tuturan yang melanggar maksim prinsip kerja sama. Data yang diperoleh selanjutnya diolah dengan teknik reduksi data, penyajian data, dan penarikan simpulan. Hasilnya ditemukan 22 data yang melanggar prinsip kerja sama, yang terdiri dari 5 data melanggar maksim kuantitas, 4 data melanggar maksim kualitas, 13 data melanggar maksim relevansi, dan 3 data melanggar maksim cara. Pelanggaran terbanyak terjadi pada maksim relevansi dan paling sedikit pada maksi cara. Selain pelanggaran maksim, ditemukan juga berbagai implikatur yang terkadung di dalam tuturan-tuturan yang disampaikan yaitu berupa implikatur untuk menyatakan meminta, berbohong, memberikan informasi, menyatakan, menyindir, menjelaskan, penolakan, dan menuduh.
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Elsa, Rizky Femilya, Rahmad Husein, and Fauziah Khairani Lubis. "Xenophobia within the Immigrants in the Netflix’s Squid Game Series." Language Circle: Journal of Language and Literature 18, no. 2 (2024): 224–28. http://dx.doi.org/10.15294/lc.v18i2.47334.

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The study aims to find out about the types of xenophobia, and its realization as well as the justification of that matter which appears in some scenes by the characters of Netflix’s the Squid Game series. The analysis used descriptive qualitative as a method to meet the objectives of the study. The source of the data in this study is taken from episodes 1 to 6 of the Squid Game series aired on Netflix. Xenophobia which mostly happened to the immigrants found in the series due to the existence of the two immigrant characters. To analyze the data, the theory of types of xenophobia which proposed by Harris (2002). The isolation hypothesis is the most dominant type found in the study due to feeling isolated in most of the scenes just because they are immigrants and they feel like they have no right to mingle with the natives.
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Kim, Moon-Ju. "The Society Absence of Public Safety Net - Squid Game." Korea Criminal Intelligence Review 7, no. 2 (2021): 23–33. http://dx.doi.org/10.33563/kscia.2021.7.2.2.

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马, 小月. "On the Essence of Capitalist Rule from “Squid Game”." Advances in Philosophy 11, no. 02 (2022): 87–93. http://dx.doi.org/10.12677/acpp.2022.112015.

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Borst, Grégoire, and Charline Zeitoun. "Squid Game : la violence rose bonbon est de retour !" Cerveau & Psycho 172, no. 12 (2024): 72–75. https://doi.org/10.3917/cerpsy.172.0072.

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Fernández-Rodríguez, Carlos, and Luis M. Romero-Rodríguez. "The trend towards anti-capitalist dystopia in contemporary serials: Narrative analysis of the Korean tragedy Squid Game." Northern Lights: Film & Media Studies Yearbook 22, no. 1 (2024): 59–76. http://dx.doi.org/10.1386/nl_00048_1.

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Nowadays, the spectator lives surrounded by television series in which increasingly complex, depressing and denouncing themes proliferate. About this, the Netflix hit Squid Game (2021) is a clear representation of a mass culture increasingly virtuous in staging, as well as more horrifying, preachy and sensationalist. Based on the observation of the phenomenon that the series has meant, narrative content analysis has been carried out in which we have sought to find evidence of how mainstream culture continues to popularize and stylize audio-visual abjection in the context of the third golden age of television and the fascination with the plots of torture porn or postmodern cinema of cruelty. The results show that Squid Game is a faithful product of its time: as a current prestige series, it is dark, depressing, pessimistic and has an artistic aura without neglecting entertainment and explores human complexity in themes such as suicide, genocide and violence.
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Ren, Jiawen. "Exploring Chinese and Western Audiences Reception Regarding International Communication of Entertainment: Take Squid Game and Hellbound (2022) as Cases." Lecture Notes in Education Psychology and Public Media 7, no. 1 (2023): 429–35. http://dx.doi.org/10.54254/2753-7048/7/20221037.

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Taking Squid Game and Hellbound as examples, this paper analyzes the extent to which Chinese and Western audiences have received and decoded international media works. Through the evaluations on IMDb and Douban, this paper aims to explore the dimensions of the evaluation of cross-cultural films by Chinese and Western audiences and study the dominant values and aesthetics of movie-watching in different cultures, so as to provide a critical reference for the study of how international film and television works to cater to audiences with different cultural backgrounds. On this basis, this paper also introduces the theory of film analysis and cultural studies to explore the possible cultural, social, and historical reasons behind the different audiences receptions to Squid Game and Hellbound. As mentioned above, the differences between Chinese and Western cultures at different levels are discussed, and some suggestions for future cross-cultural communication strategies are put forward.
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Goldsmith, Robyn. "Surfing the Korean Wave." Significance 20, no. 6 (2023): 38–41. http://dx.doi.org/10.1093/jrssig/qmad098.

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Abstract Watched Squid Game, heard BTS or eaten ramyeon? You might be “Kontagious”. In her winning entry for our 2023 Statistical Excellence Award for Early Career Writing, Robyn Goldsmith takes a statistician's view of Korean culture's astonishing recent rise in international popularity
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Shayakhmetova, L. A., та M. S. Grinchuk. "Сериал «Игра в кальмара»: философский анализ". Вестник Вятского государственного университета, № 4(146) (2 червня 2023): 57–64. http://dx.doi.org/10.25730/vsu.7606.22.055.

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The article attempts a hermeneutic analysis of the popular Korean TV series "The Squid Game", released in September 2021. The series, despite all the criticism, has gained great ratings, and we see this popularity in references to philosophical, social and ethical problems, such as the problem of meaning, choice, the problem of moral dilemmas. The purpose of the research is to reveal the philosophical content of the series. During the analysis, the following components were identified: the existential component – the problem of meaning, the problem of freedom of choice, the component of the ethical field – the question of moral dilemmas, the component of structuralist philosophy – the structuralist approach to the problems of ontology, the component of the German philosophy of life – Nietzschean understanding of the world, socio-philosophical subtext. These components make it possible for the plot to exist at different levels of understanding of being. We conclude that the series reflects public demands and social reality itself. The plot of the series is on the verge of artistic fiction and philosophical context, perhaps it is eclectic and chaotic, but it is in this spontaneity of the text that the main philosophical path can be traced. The game of squid from a philosophical point of view is a manifestation of the symptoms of diseases of society and the chronic course of the disease. Therefore, we can state that the world is full of philosophical anomie, needs to solve the problems of social stratification and is in the process of solving moral problems. This process is never-ending and will exist as long as thinking humanity is alive. В статье делается попытка герменевтического анализа популярного корейского сериала «Игра в кальмара», выпущенного в сентябре 2021 г. Сериал, несмотря на всю критику, набрал большие рейтинги, и мы усматриваем данную популярность в отсылках к философским, социальным и этическим проблемам, таким, как проблема смысла, выбора, проблема моральных дилемм. Цель исследования заключается в раскрытии философского содержания сериала. В ходе анализа были выявлены следующие компоненты: экзистенциальный компонент – проблема смысла, проблема свободы выбора, компонент этической области – вопрос моральных дилемм, компонент структуралистской философии – структуралистский подход к проблемам онтологии, компонент немецкой философии жизни – ницшеанское осмысление мира, социально-философский подтекст. Эти составляющие дают возможность сюжету существовать на различных уровнях понимания бытия. Мы делаем вывод, что сериал отражает общественные запросы и саму социальную реальность. Сюжет сериала находится на грани художественного вымысла и философского контекста, возможно, он эклектичен и сумбурен, но именно в этой стихийности текста прослеживается основная философская стезя. Игра в кальмара с философской точки зрения – проявление симптомов заболеваний общества и хронического течения болезни. Поэтому мы можем констатировать, что мир полон философской аномии, нуждается в решении проблем социальной стратификации и находится в процессе решения моральных проблем. Процесс этот нескончаем и будет существовать, пока живо думающее человечество.
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Lee, Jee Hyun, Ji Young Yoo, and Yeon Soo Kim. "A study on the sustainability of traditional culture through the use of media platforms." Global Journal of Sociology: Current Issues 13, no. 2 (2023): 84–101. http://dx.doi.org/10.18844/gjs.v13i2.9152.

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Some changes have occurred due to the era of COVID-19 (Coronavirus disease), which has resulted in a change in consumer culture behavior. In particular, the use of Over-the-top platforms, and low-cost pay-TV services has increased. Also, K-Dramas (Korean-Dramas) are related to the specificity and closeness of East Asia, where the Korean Wave first appeared and caused cultural proximity. The purpose of this study was to investigate the spread of traditional culture and the economic effect of traditional culture. This article aimed to propose a different way of looking at culture. The study tried to analyze the correlation between the squid game and the K-drama Over-the-top platform, with questionnaires, and storytelling, with 143 participants. The results indicate the rapid evolution of individual media use as a result of the expansion of other Over-the-top platforms. Keywords: Cheoyongmu; Korean wave; media platform; squid game; traditional culture
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Yıldız, Nurbahar. "SÖYLEM ÜRETİMİ ÇERÇEVESİNDE BİR HAFIZANIN YENİDEN İNŞASI: KARŞI-HAFIZA VE SQUİD GAME ÖRNEĞİ." Beykoz Akademi Dergisi 13, no. 1 (2025): 42–79. https://doi.org/10.14514/beykozad.1518072.

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İnsan yaşamına dair her türlü deneyimi kayıt altına alan hafıza, aynı zamanda toplumsal ve kültürel bir mücadele alanı olarak da öne çıkmaktadır. Bu bağlamda toplum içerisindeki hafıza, hegemonyanın kendi hafızası ve Michel Foucault’un işaret ettiği karşı-hegemonyanın oluşturduğu karşı-hafıza (contre-mémoire) ile meydana gelmektedir. Karşı-hafıza, egemen güç ve hegemonyanın yarattığı hafızanın tam karşısında duran bir hafızanın belirtecidir. Söz konusu çerçevede bu çalışma, karşı-hafızanın bir dizi üzerinden söylemlerle nasıl inşa edildiğini ortaya koymayı amaçlamaktadır. Karşı-hafıza inşası, online TV izleme platformu Netflix’te yayınlanan Güney Kore yapımı Squid-Game (Ojing-eo Geim, 2021) dizisi üzerinden değerlendirilmiştir. Dizideki karşı-hafıza inşası hegemonya, karşı hegemonya ve madun kavramlarıyla biçimlenmiştir. Squid Game içerisindeki karşı-hafıza inşası, karşı hegemonya ve madunların altsallığına dair alternatif bir anlatı sahası şeklinde inşa edilmiştir. Çalışmada Teun A. Van Dijk’in işaret ettiği eleştirel söylem analizi yöntemi kullanılmıştır. Bu bağlamda karşı-hafızanın detaylarına bir mercek tutularak bu hafızanın nasıl inşa edildiği söz konusu amaçlı örneklem üzerinden açıklanmaya çalışılacaktır.
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Gerhold, Sönke, and Tim Poplat. "§ 171 StGB – Eine scheinbar vergessene Strafnorm und das »Squid Game«." Juristische Rundschau 2022, no. 4 (2022): 160–66. http://dx.doi.org/10.1515/juru-2022-0008.

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Suman, Swarn, and Shubhra Yamini. "A Study of Symbolism in Korean Web Series Squid Game." Film International 21, no. 3 (2023): 73–92. http://dx.doi.org/10.1386/fint_222_1.

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Solomeina, Elena A. "SITUATIONAL MARKETING IN SOCIAL NETWORKS:REPRESENTATION OF THE “SQUID GAME” PHENOMENON." Sign: Problematic Field in Mediaeducation, no. 4 (2022): 92–97. http://dx.doi.org/10.47475/2070-0695-2022-10412.

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Jeon, Young-jae. "A study on the storytelling strategy of 〈Squid Game〉 -Focused on the death game genre-." Cartoon and Animation Studies 65 (December 31, 2021): 415–70. http://dx.doi.org/10.7230/koscas.2021.65.415.

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Widodo, Jordy Satria. "Reception analysis of Indonesian audience towards physical and verbal violence on series Squid Game (2021) by Hwang Dong-Hyuk." Rainbow : Journal of Literature, Linguistics and Culture Studies 11, no. 1 (2022): 57–65. http://dx.doi.org/10.15294/rainbow.v11i1.53347.

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Korean film has been rampantly surging all over the world, particularly in Indonesia. Moreover, Squid Game (2021) by Hwang Dong-Hyuk is popular in the country due to its plot and settings which present the real condition of the gap between upper-class and lower-middle class urban people in South Korea. It becomes intriguing for Indonesian audience because it shows the happening fact not only in South Korea but also similarly in Indonesia. The research was aimed at investigating Indonesian audience’s responses on physical and verbal violence depicted on Squid Game series (2021) by Hwang Dong-Hyuk. The research used the qualitative approach with reception analysis method by Stuart Hall. There are four audiences who become the informants of this research coming from urban workers and Korean film enthusiasts. The data collection technique was done through interviews as well as document analysis. The result showed that the informants’ reception towards the scenes are varying due to the situation and context that set the scenes which present different uses of physical and verbal violence.
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Ryu, Seongryeol. "Hallyu content and hyperreality: Based on Baudrillard's theory of simulation." Global Association of Applied Liberal Arts Studies 3, no. 1 (2025): 123–40. https://doi.org/10.58990/galas.2025.3.1.123.

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This study examines the global success of Hallyu content, particularly K-pop and Netflix's Squid Game, through Jean Baudrillard’s concepts of simulation and hyperreality. Using a mixed-methods approach—case studies, social media analysis, and interviews with global fans—the research explores how Hallyu content transcends traditional cultural representation to create independent hyperrealities. K-pop idols and Squid Game characters are consumed not as reflections of reality but as idealized constructs shaped by fandom activities and digital platforms. User-generated content (UCC), such as fan art and reaction videos, reinforces these hyperrealities, transforming Hallyu into dynamic cultural phenomena. Cultural hybridity, blending traditional Korean elements with global aesthetics, enhances its global appeal. Digital platforms like YouTube, Twitter, and Netflix amplify Hallyu's reach, fostering global fan communities that co-create and expand its narratives. Economically, Hallyu boosts Korea’s soft power, increasing demand for Korean products, services, and tourism. Culturally, it promotes global exchange and mutual understanding. The study suggests future research on regional audience differences, digital algorithms' influence on consumption, and hyperreality's broader implications in modern media.
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Choi, Eun-Young. "An Exploratory Study on the Interconnectedness of Games and Music in the Drama Squid Game." JOURNAL OF THE KOREA CONTENTS ASSOCIATION 24, no. 10 (2024): 271–80. http://dx.doi.org/10.5392/jkca.2024.24.10.271.

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