Gender and game: A "Squid Game" and "Alice in Borderland" Analysis
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Tarih
2022
Yazarlar
Dergi Başlığı
Dergi ISSN
Cilt Başlığı
Yayıncı
Peter Lang AG
Erişim Hakkı
info:eu-repo/semantics/closedAccess
Özet
Individuals adopt the culture of the society in which they exist. They compose an individuality and identity of their own. In societies where the patriarchal structure is dominant, women who want to express themselves try to overcome this pressure by opposing the social norms of the period. Each cultural structure embodies symbols and signs which are unique to itself. Some symbols and signs, on the other hand, are universal. Traffic signs are the example of this universality. In every culture, red light refers to stop, while green light refers to go. Culturally, black is the color of mourning; however, the color of mourning is white in cultures such as China, India, and Japan. Colors, symbols, signs differ from culture to culture. Accordingly, the meaning of symbols and signs changes according to their context. The cultural structures of societies are brought into international spheres by means of series, cinema, theatre, and books. The series and movies of countries with unakin cultures take place on platforms such as Netflix and are streamed by almost every segment of the world. In this chapter, the series "Squid Game" and "Alice in Borderland" which are examples of the culture of their relevant countries, are analyzed in terms of Barthes's binary opposition and fundamental contrasts. Analysis is carried out in the context of the scenario of the game theme in movies and series. In this context, the transfer of symbols, signs, and culture structure as a whole is realized by means of cinema and series. Events and utopian realms that have been or can be experienced in the cinema are fictionalized. Games are the utopia universe. Hence, a realm where the participants take an active role is fictionalized in the analyzed series. In this realm, individuals directly take place in games and suffer the consequences. The symbols and signs utilized in the series (cards, geometric shapes) may differ in series in accordance with their context. In this study, a comparative semiotic analysis of the game-themed scenarios used in the series with the real world will be carried out. Therefore, the female characters in the series are also analyzed according to the content analysis method, to express that woman can do anything. At the same time, it is the society they live in that makes them this way. © Peter Lang GmbH Internationaler Verlag der Wissenschaften Berlin 2022. All rights reserved.
Açıklama
Anahtar Kelimeler
Cinema; Culture; Game; Ludology; Semiotics
Kaynak
Women Studies
WoS Q Değeri
Scopus Q Değeri
N/A