Hallyu content and hyperreality: Based on Baudrillard's theory of simulation
This study examines the global success of Hallyu content, particularly K-pop and Netflix's Squid Game, through Jean Baudrillard’s concepts of simulation and hyperreality. Using a mixed-methods approach—case studies, social media analysis, and interviews with global fans—the research explores how Hallyu content transcends traditional cultural representation to create independent hyperrealities. K-pop idols and Squid Game characters are consumed not as reflections of reality but as idealized constructs shaped by fandom activities and digital platforms. User-generated content (UCC), such as fan art and reaction videos, reinforces these hyperrealities, transforming Hallyu into dynamic cultural phenomena. Cultural hybridity, blending traditional Korean elements with global aesthetics, enhances its global appeal. Digital platforms like YouTube, Twitter, and Netflix amplify Hallyu's reach, fostering global fan communities that co-create and expand its narratives. Economically, Hallyu boosts Korea’s soft power, increasing demand for Korean products, services, and tourism. Culturally, it promotes global exchange and mutual understanding. The study suggests future research on regional audience differences, digital algorithms' influence on consumption, and hyperreality's broader implications in modern media.
Authors
- Seongryeol Ryu
Publication Details
- Journal
- The Global Association of Applied Liberal Arts Studies
- Published
- 2025-02-28
- DOI
- https://doi.org/10.58990/galas.2025.3.1.123
- Primary Topic
- Asian Culture and Media Studies
- Type
- article
- Field-Weighted Citation Impact
- 0.00