Background Information
The Squid Game, also referred to as Angrenor, is an ancient board game played in North Korea and is a favourite game of the leaders there. The game is based on a war strategy involving battles and various strategies. The game has been banned in North Korea since 2000. The game is said to represent the ideological struggle between North and South Korea and between the two Koreas and their adversaries.
Reasons for the Ban
The first and most obvious reason for the ban is the fact that it is considered a luxury, and the North Korean government does not want its citizens to have access to the luxury of a game. This is because it is not seen to be directly contributing to the advancement of the country. Secondly, it is seen as a symbol of a possible confrontation or conflict between North and South Korea, or North Korea and its adversaries. Finally, the leaders of North Korea see the game as having a negative influence on the population, as playing it can encourage aggression and tactics that could potentially cause more harm than good.
Government Censorship
The prohibition of the Squid Game is part of the government’s efforts to censor the expression of the population. The game reflects a kind of conflict, and the government does not want to grant its citizens the right to express their opinions on such topics.
Effect of Ban on the Popularity of the Game
The ban has had a drastic effect on the popularity of the Squid Game in North Korea. In the past, it was popular with children, who would play it at the marketplaces. Now, however, it is no longer seen or heard of in the public sphere, as the government has taken steps to ensure that its citizens do not have access to it. As a result, many North Koreans, especially those living outside of the capital, have never even heard of it.
Relation to Ideology
The Squid Game is considered to be a representation of the North Korean ideology, which is to maintain a strong sense of unity and a commitment to the leader. By prohibiting the game, the government is taking a stance against any type of activity that could be seen as a symbolic defiance of the leader or of the country’s ideology.
Role of Media
Since the ban on the Squid Game, media portrayals of the game have been banned as well. This is another attempt by the government to reduce any access to the game, and to end its influence on the population.
Possible Reasons Behind the Ban
The reasons behind the ban of the Squid Game in North Korea may be due to the fact that it is seen as a potential threat to the political and social stability in the country. It could be seen as a form of psychological control, where the government is trying to ensure that its citizens remain loyal to the leader and the regime.
Impact on Society
The ban of the Squid Game has had a profound impact on the social and cultural life of North Koreans. Since the game has been banned, more citizens have resorted to other forms of entertainment such as television and the internet. This has caused a decrease in the number of people playing traditional board games like the Squid game, leading to a decrease in the sense of community and a decrease in social cohesion.
Acceptance of the Ban
Many North Korean citizens do not seem to be aware that the Squid Game has been banned. This may be due to the fact that the game is not popular in North Korea, or because it is seen as a form of entertainment associated with the upper classes. This may also be due to the fact that the citizens do not want to challenge the government or risk facing the potential consequences of doing so.
Conclusion
The ban of the Squid Game in North Korea is, at its core, an attempt by the government to maintain order and control over its citizens. The ban is seen as a way of preventing the citizens from expressing any dissatisfaction with the leader or the country’s ideology, as well as a way of limiting the amount of luxury that they are allowed to access. However, this ban has had a noticeable effect on the social life of North Koreans, as it has led to a decrease in traditional board game playing and a decrease in the sense of community.