초록
This paper analyzes the tendency of desire in Squid Game. The dystopian world of Squid Game is a world of regression that arises from the boredom of the game's designer, Oh Il-nam, and the VIPs. From a psychoanalytic perspective, Squid Game can be seen as the emergence of the real as a metaphorical signifier of sainthome, caused by the depletion of jouissance. They are trying to recover the problem of loss of being as a stimulus by constructing a distorted world, socializing objects, and indulging in enjoyment from them. A series of attempts follow the logical structure of the Discourse of the Master. In particular, the way the game participants come to desire the game world is by destroying their humanity to cultivate ruthless competitive abilities and resocializing them by engaging in predatory gambling. Gambling is like a symptom that is forced on the weak in a polarized world. The tendency of desire itself is a criticism of this game world, which reflects the world, and at the same time a criticism of the polarized reality. O Il-nam, who makes people desire this world, is actually a person who is skeptical of the world's powerlessness. In contrast, Gi-hun eventually denies the position and achievement of the world created by O Il-nam. O Il-nam, who was a strong man in a polarized world and a transcendent other in a created world, but was struggling with the desire for stimulation, ended his life by asking Gi-hun, who did not give up his own existence, the value of human existence. This drama tried to avoid the hackneyed social participation stories through a symbolic and allegorical reflection of the polarized world, and attempted an ethical question about the problem of human desire that has reached an existential limit. This deserves to be evaluated as one of the merits of the Squid Game narrative.
목차
1. 서론
2. 타자의 욕망을 욕망케 하는 방식
3. 증상 가로지르기- 분석가 담화
4. 결론
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