TY - JOUR T1 - Investigation of Traditional Recreational Games in the Squid Game’ Series: Semiotic and Content Analysis TT - Squid Game Dizisinde Yer Alan Geleneksel Rekreatif Oyunların İncelenmesi: Göstergebilimsel ve İçerik Analizi AU - Eser, Nazlı AU - Öz, Galip PY - 2025 DA - May Y2 - 2025 DO - 10.58239/tamde.2025.01.005.x JF - TAM Akademi Dergisi JO - TAMDE PB - Toplumsal Araştırmalar Merkezi Derneği WT - DergiPark SN - 2822-4493 SP - 79 EP - 99 VL - 4 IS - 1 LA - en AB - Series and movies play a mediating role for individuals who aim to manage their free time effectively and wish to communicate voluntarily to enhance their life satisfaction and motivation. In this context, the Squid Game series offers society an alternative to manage their free time in the triangle of time, money and culture. The research aimed to identify the traditional recreational games depicted in the Squid Game series and to analyze the meanings. Additionally, using data from Google and Naver search engines as well as Netflix, an attempt was made to determine which children’s games in the series garnered the most attention from viewers. For this purposes, nine traditional children’s games were identified. Moreover, the most searched games on Google wereidentifiedas “Sugar Honeycomb Game and Dalgona Candy”while on Naver they were “Red Light Green Light Game and Squid Game Doll”. It was observed that the obtained data were also corroborated by Netflix data. On the other hand, children’s games are considered an effective tool that can serve therapeutic recreation purposes, such as supporting individuals’ physical, mental, and emotional helth, reducing stress levels, and enhancing social interaction. Recommendations were subsequently developed by linking all findings to therapeutic recreation. KW - Therapeutic recreation KW - Recreational games KW - Online series KW - Semiotic analysis KW - Content analysis N2 - Dizi ve filmler hem boş zamanlarını doğru yönetmek isteyen hem de yaşam doyumunu ve motivasyonunu gönüllü olarak artırmak amacıyla iletişim kurmak isteyen bireyler için aracı rol oynamaktadır. Bu bağlamda Squid Game dizisi topluma zaman, para ve kültür üçgeninde boş zamanlarını yönetebilmeleri için bir alternatif sunmaktadır. Araştırma kapsamında Squid Game dizisinde izleyicilere gösterilen geleneksel rekreasyon amaçlı oyunların belirlenmesi ve bu oyunların anlamlarının analiz edilmesi amaçlanmıştır. Ayrıca Google ve Naver internet tarayıcıları ve Netflix verileri kullanılarak dizideki hangi çocuk oyunlarının izleyici ya da kullanıcılar tarafından en çok ilgi gördüğü tespit edilmeye çalışılmıştır. Bu amaçlar doğrultusunda dokuz geleneksel çocuk oyunu belirlenmiştir. Bununla birlikte, Google’da en çok aranan oyunlar “Şeker Kalıbı Oyunu ve Dalgona Şekeri” olarak belirlenirken, Naver’de ise “Kırmızı Işık Yeşil Işık Oyunu ve Squid Game Bebeği” oyunlarının öne çıktığı görülmüştür. Elde edilen verilerin Netflix verileriyle de desteklendiği gözlemlenmiştir. Diğer taraftan çocuk oyunlarının bireylerin fiziksel zihinsel ve duygusal sağlığını desteklemek, stres düzeylerini azaltmak ve sosyal etkileşimi artırmak gibi terapötik rekreasyon amaçlarına hizmet edebilecek etkili bir araç olduğu düşünülmektedir. Daha sonra tüm bu sonuçlar ile terapötik rekreasyon arasında bağlantı kurularak öneriler geliştirilmiştir. CR - Agustini, N. K. S., Netra, I. M., & Rajeg, I. M. (2017). Semiotic analysis in Maybelline Lipstick advertisement. Jurnal Humanis, Fakultas Ilmu Budaya Unud, 20(1), 35-41. CR - Aiello, G. (2020). Visual semiotics: Key concepts and new directions. The SAGE handbook of visual research methods, 367-380. CR - Aisyah, L. (2020). 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