33 Keys to Understanding the Korean Wave, Hallyu #11 'Squid Game' & 'The Kingdom of Games'
33 Keys to Understanding the Korean Wave, Hallyu #11 Homo Ludens Koreans
'Squid Game' and 'The Kingdom of Games'
*Note to Readers
The columns published in the Zoom section of NYCultureBeat contain selected excerpts—typically the opening paragraphs—from each chapter of the book 33 Keys to Understanding the Korean Wave: Beyond BTS, Parasite, and Squid Game (2025). These previews are meant to introduce the book’s themes and tone.
The complete book—featuring 33 updated chapters and new cultural insights—is available in both paperback and hardcover editions:
Paperback: https://www.amazon.com/dp/B0F7HYLVCL
Hardcover: https://www.amazon.com/dp/B0F7HZ34Y3
© Sukie Park. All rights reserved. These excerpts are for preview purposes only and may not be reproduced in full or redistributed.

Posters for the Netflix global hit drama series “Squid Game”
Long before Netflix's Squid Game made waves globally, Korea had already established itself as a leader in the online gaming industry. American curator and ethnographer Stewart Culin (1858-1929) recognized Korea's prominence in games and play early on. In his 1895 book "Korean Games: With Comparisons to Chinese and Japanese Games," Culin asserted that "Yut is the prototype of many games in the world" and provided detailed descriptions of 95 Korean games.
In his influential book "Homo Ludens (1938)," Dutch cultural historian Johan Huizinga (1872-1945) argued that games are fundamental to the development of human culture. This perspective helps explain why the Korean people, with their long history of rich entertainment culture, have achieved remarkable success not only in the Korean gaming industry but also in the broader cultural wave, encompassing K-pop, K-dramas, and K-movies.

11. Squid Game and Homo Ludens Korean 145
K-Drama Squid Game Sweeps the Emmys 145
Korean Games in Squid Game 145
Viral Game Scenes and Social Media Craze 146
K-Game: The No. 1 Export of Hallyu Content 147
“Faker”: The Superstar of Video Games 148
Stewart Culin and Korean Games (1895) 149
K-Culture at the Chicago World Expo (1893) 151
Agricultural Traditions and Seasonal Festivals 153
Korean Games for the 24 Seasonal Days 153
K-Games in UNESCO Heritage 157
The Spirit of Play and K-Culture 157
Squid Game and the Ripple Effect 158


한국의 놀이가 95가지나 있었다는 사실도 놀랍지만 이것을 발굴한 민속학의 슈트어트 컬린이 있었기에 가능했음을 알았습니다. 슈트어트 컬린이 브루클린 박물관에 큐레이터로 있으면서 700개이상의 한국의 놀이게임을 소개한 공로는 정부차원에서 치하해야 마땅하다고 사려됩니다. 윷이 세계 수많은 놀이의 원형이라는 것도 알았습니다.
어렸을때 실뜨기 공기놀이 줄넘기등을 하면서 재밌게 놀던 추억이 납니다. 어찌나 놀이에 열중했던지 머리가 산발이 됐었습니다.
가사 도우미 아즘마가 저녁먹으라고 데리러 올때까지 식음을 전폐하고 놀았습니다. 게임에 빠진 사람들이 끼니도 잊은체 놀이에 몰두하는 걸 알듯합니다.
사내아이들은 팽이위에 크래욘으로 색색칠을 해서 돌리면 총천연색 활동사진을 보는 느낌이었습니다. 이처럼 풍부한 게임왕국을 탄생시키게한 조상들이 물려 준 DNA에 경의를 표합니다.
오징어 게임이 에미상 작품상을 받기를 응원합니다.
정약용의 목민심서를 읽고싶은 도서목록에 넣었습니다.
-Elaine-