Abstract

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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