2022
DOI: 10.1177/10126902221107468
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What’s in a game? A dialectic of competition and cooperation in Squid Game

Abstract: Squid Game, a Netflix original series about children's games turned into deathmatches, has become a phenomenal global success and has captivated the latest cultural and media scenes. This article examines the representation of games in Squid Game to argue that their unprecedented appeal to the masses derives from a paradoxical human desire for ruthless competition and moral cooperation. That is, while Squid Game presents a superb allegory of the degree to which contemporary game playing is driven by consumer c… Show more

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Cited by 2 publications
(4 citation statements)
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References 26 publications
(29 reference statements)
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“…Herein, I analyse how these dystopian games represent their protagonists as undergoing tests, trials and transformations. Familiarity with both texts is assumed here, with a ‘spoiler alert’ that many plot twists are revealed herein (for a more extensive elaboration, see Kim and Park, 2022; Ruthven, 2017). Within this analysis, both texts are taken as dystopias, although the world of Squid Game only has a shadowy underworld of illicit murderous contests rather than state-level of domination and oppression like The Hunger Games in keeping with classical dystopias.…”
Section: Serious Gamesmentioning
confidence: 85%
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“…Herein, I analyse how these dystopian games represent their protagonists as undergoing tests, trials and transformations. Familiarity with both texts is assumed here, with a ‘spoiler alert’ that many plot twists are revealed herein (for a more extensive elaboration, see Kim and Park, 2022; Ruthven, 2017). Within this analysis, both texts are taken as dystopias, although the world of Squid Game only has a shadowy underworld of illicit murderous contests rather than state-level of domination and oppression like The Hunger Games in keeping with classical dystopias.…”
Section: Serious Gamesmentioning
confidence: 85%
“…Yet, this too is just a narrative. An optimistic reading might stress the possibility of alternative strategies, ‘gamification from below’ (Woodcock and Johnson, 2018), where ethics trumps strategy, revolutionary hopes are rewarded, and co-operation succeeds over competition (Kim and Park, 2022). Yet within both readings, the ‘game-frame’ persists, by taking these narratives or any social situation as a test which reveals the truth and transforms people.…”
Section: Playing With Theory and Culturementioning
confidence: 99%
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