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This paper examines Netflix’s global phenomenon Squid Game not merely as a survival thriller, but as a meta-commentary on the evolution of entertainment consumption. By analyzing the show’s narrative alongside the rise of "transactional" internet culture—specifically the creator economy typified by platforms like OnlyFans and the "Chams" (scam/spam) ecosystem of digital grifting—this study explores how popular media normalizes the commodification of human desperation. The paper argues that Squid Game presaged a new era of content where the boundaries between spectatorship, gambling, and exploitation are increasingly blurred, turning the "Player" into a product and the Viewer into a capitalist god.

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The Global Phenomenon of Squid Game: Redefining Entertainment and Media This paper examines Netflix’s global phenomenon Squid Game

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: Research highlights how fans globally consume and reproduce cultural artifacts (like Ddakji paper games) through social media platforms like Twitter (X), fostering a global "participation culture".