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Squid Game Dizisinde Yer Alan Geleneksel Rekreatif Oyunların İncelenmesi: Göstergebilimsel ve İçerik Analizi

Year 2025, Volume: 4 Issue: 1, 79 - 99, 31.05.2025
https://doi.org/10.58239/tamde.2025.01.005.x

Abstract

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.

References

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Investigation of Traditional Recreational Games in the Squid Game’ Series: Semiotic and Content Analysis

Year 2025, Volume: 4 Issue: 1, 79 - 99, 31.05.2025
https://doi.org/10.58239/tamde.2025.01.005.x

Abstract

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.

References

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  • Buckley, R. C., & Brough, P. (2017). Nature, eco, and adventure therapies for mental health and chronic disease. Frontiers in Public Health, 5, 220.  https://doi.org/10.3389/fpubh.2017.00220
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  • Casbergue, R. M., & Kieff, J. (1998). Marbles, anyone?: Traditional games in the classroom. Childhood Education, 74(3), 143-147. https://doi.org/10.1080/00094056.1998.10522691
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  • Daniela, L., & Faoth, F. P. (2021). The Portrayal of Daphne Brigerton’s Love Language, semiotic analysis in Bridgerton Series. International Journal of Literature and Language Studies, 1(1), 18-42.
  • De Saussure, F. (1916). Nature of the linguistic sign. Course In General Linguistics, 1, 65-70.
  • Ece, C., Ünsal, G., & Çalık, F. (2023). Recreational activities for children in Turkish culture. Spor ve Rekreasyon Araştırmaları Dergisi, 5(2), 96-107. https://doi.org/10.52272/srad.1327408
  • Fajariansyah, M. (2023). Representasi Survival Adegan Permainan Dalam Series Squid Game (Analisis Semiotika Ferdinand De Saussure) [Doctoral Dissertation, Universitas Mercu Buana Jakarta].
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  • Gou, S., & Shibata, S. (2017). Using visitor-employed photography to study the visitor experience on a pilgrimage route-A case study of the Nakahechi Route on the Kumano Kodo pilgrimage network in Japan. Journal of Outdoor Recreation and Tourism, 18, 22-33. https://doi.org/10.1016/j.jort.2017.01.006
  • Güdekli, A., Ehtiyar, V. R., Güzel, F. Ö., & Ersoy, A. (2016). Women as an image on tourism promotion poster: A semieological analysis. Uluslararası Hakemli İletişim ve Edebiyat Araştırmaları Dergisi, 12, 138-158.  https://doi.org/10.17361/UHIVE.20161222019
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  • HABERNEW. (2021, December 6). Şeker kalıbı oyunu nedir, nasıl oynanır?. Retrieved from https://habernew.com/seker-kalibi-oyunu-nedir-nasil-oynanir/
  • Harwood, T. G., & Garry, T. (2003). An overview of content analysis. The Marketing Review, 3(4), 479-498. https://doi.org/10.1362/146934703771910080
  • Hunter, C. W. (2016). The social construction of tourism online destination image: A comparative semiotic analysis of the visual representation of Seoul. Tourism Management, 54, 221-229. http://dx.doi.org/10.1016/j.tourman.2015.11.012
  • Kamawatana, U., Kanchanakit, S., & Sukonthasab, S. (2023). Planning for intergenerational recreation program for Thai elderly. Journal of Namibian Studies: History Politics Culture, 34, 13-28. https://doi.org/10.59670/jns.v34i.1414
  • Karakayalı, Z., Kanca, B. & Uçar, Ö. (2023). Children’s games played in Giresun in the past within the scope of intangible cultural heritage. Journal of Gastronomy, Hospitality and Travel, 6(2), 813-823. https://doi.org/10.33083/joghat.2023.303
  • Kelly, M., Hecker, T., Nixon, L., Punungwe, F., & Sampson, M. (2023). Building social capital: therapeutic recreation for older people with experiences of homelessness, a PHR project. Annals of Family Medicine, 21(1). https://doi.org/10.1370/afm.21.s1.4011
  • Kırıcı-Tekeli, E., Kemer, E., & Kasap, G. (2022). A process of meaning creation: An analysis of space tourism posters via semiotic analysis. Seyahat ve Otel İşletmeciliği Dergisi, 19(1), 81-98. https://doi.org/10.24010/soid.1012302
  • Kulakoğlu Dilek, N. (2022). İnvestigation of user views and experiences on virtual reality technology used in recreation businesses. GSI Journals Serie A: Advancements in Tourism Recreation and Sports Sciences, 5(2), 204-222. https://doi.org/10.53353/atrss.1104097
  • Kunstler, R., & Daly, F. S. (2010). Therapeutic recreation leadership and programming. Human Kinetics.
  • Li, H., Zhang, L., & Hsu, C. H. (2023). Research on user-generated photos in tourism and hospitality: A systematic review and way forward. Tourism Management, 96, 104714. https://doi.org/10.1016/j.tourman.2022.104714
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There are 62 citations in total.

Details

Primary Language English
Subjects Entertainment and Gaming, Social Media Studies, Communication and Media Studies (Other), Intercultural Labor Management
Journal Section Research Article
Authors

Nazlı Eser 0000-0002-4243-9463

Galip Öz 0009-0000-3330-4092

Publication Date May 31, 2025
Submission Date December 5, 2024
Acceptance Date February 5, 2025
Published in Issue Year 2025 Volume: 4 Issue: 1

Cite

APA Eser, N., & Öz, G. (2025). Investigation of Traditional Recreational Games in the Squid Game’ Series: Semiotic and Content Analysis. TAM Akademi Dergisi, 4(1), 79-99. https://doi.org/10.58239/tamde.2025.01.005.x

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