Representasi Permainan Tradisional Sebagai Soft Power Korea Selatan Dalam Serial Squid Game 2
Abstract
The Squid Game 2 series is not merely an entertainment show, but also brings elements of traditional South Korean culture packaged in modern and meaningful visuals. This phenomenon shows how traditional culture can be used as a tool to spread cultural influence globally through soft power. This research uses a qualitative method with Charles Sanders Peirce's semiotic approach through the analysis of Representamen, Object, and Interpretant elements and uses Stuart Hall's representation theory to analyze the representation of six traditional Korean games featured in the series. Data were obtained through visual observation of the unit of analysis in the form of scenes in the series that represent traditional games as cultural symbols. The results of the analysis show that six traditional South Korean games such as Mugunghwa Kkoci Pieot Seumnida, Ddakji, Biseokchigi, Gonggi, Paengi Chigi, and Jegichagi are not only shown as entertainment, but also as symbols of intense competition, power relations, and social pressure in the modern system. The visualization of these games, strengthens Korean cultural identity in the global sphere and creates a space for cross cultural interaction, making it an effective instrument of soft power. The findings show that traditional culture can be reconstructed in popular media as an effective strategy to strengthen a country's cultural image globally.
Serial Squid Game 2 hadir tidak hanya sebagai tontonan hiburan, tetapi juga membawa unsur budaya tradisional Korea Selatan yang dikemas dalam visual modern dan penuh makna. Fenomena ini menunjukkan bagaimana budaya tradisional dapat dijadikan alat untuk menyebarkan pengaruh budaya secara global melalui kekuatan soft power. Penelitian ini menggunakan metode kualitatif dengan pendekatan semiotika Charles Sanders Peirce melalui analisis elemen Representamen, Object, dan Interpretant serta menggunakan teori representasi Stuart Hall untuk menganalisis representasi enam permainan tradisional Korea yang ditampilkan dalam serial tersebut. Data diperoleh melalui observasi visual terhadap unit analisis berupa adegan-adegan dalam serial yang merepresentasikan permainan tradisional sebagai simbol budaya. Hasil analisis menunjukkan bahwa enam permainan tradisional Korea Selatan seperti Mugunghwa Kkoci Pieot Seumnida, Ddakji, Biseokchigi, Gonggi, Paengi Chigi, dan Jegichagi tidak hanya ditampilkan sebagai hiburan semata, melainkan juga sebagai simbol kompetisi ketat, relasi kuasa, dan tekanan sosial dalam sistem modern. Visualisasi permainan ini turut memperkuat identitas budaya Korea di ranah global dan menciptakan ruang interaksi lintas budaya yang menjadikannya instrumen soft power yang efektif. Temuan ini memperlihatkan bahwa budaya tradisional dapat dikonstruksi ulang dalam media populer sebagai strategi efektif untuk memperkuat citra budaya suatu negara di ranah internasional.
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DOI: https://doi.org/10.47007/jkomu.v22i02.1797
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