
A sign, the essay says, is the joining of a signifier and a signified, and that joining is a signification. Signification, it adds, has two large kinds. Saussure looked at the relation of signifier and signified, or at the relations among signs in a text, but that view has a limit: it does not take in the social and cultural relation between signs and a reader. Barthes widens Saussure’s idea and adds a cultural dimension to the word signification, dividing the process clearly into two stages.
From that division come denotation and connotation. Denotation is the first meaning that arises in the relation of signifier and signified, the meaning everyone generally accepts, as in a dictionary — the literal, lexical sense. In this report, even the word “word” is used only in that dictionary sense. Connotation, by contrast, is a meaning that grows from the literal sense of a sign. It is not, in principle, fixed in the way denotation is; it extends or brings forward another meaning on top of the denotative one.
Making words that can be read connotatively, the essay says, plainly helps on the side of communication. The difference between the two shows itself in the signifier; connotative signifiers are made up of denotative signs, and several fragments of denotative meaning are formed into a unit in a connotative system. A symbol, generally, is an arbitrary relation between a sign and an object. The two share no similar quality; the link is, at root, arbitrary and conventional, and without learning it one cannot understand the relation.
A symbol can be seen as a sign that points to an object on the basis of a rule, and a rule is “a set of general concepts that cause a symbol to be read as pointing to an object.” We read symbols by a rule, or by a habitual association. In short, “a symbol is a conventional sign, a sign that depends on habit,” whether that habit is innate or later acquired. Letters are named as the most representative case of a symbol among signs, and here a symbol can be treated as one type of sign.
Peirce’s wording, though, is read as implying that a symbol goes beyond a type of sign and is habit and convention themselves. “A symbol cannot point to any individual thing. It designates a kind of thing. The symbol itself is a kind, not a singular thing.” A sign without agreement on habit or convention is not a symbol among signs, so it can designate only a universal concept, not an individual thing — the way everyone thinks, the habit and custom a community shares.
A symbol is not a habitual concept; it is habit itself. Youth culture, the essay says, has several traits. It is culture shared by the members of a youth society. Those members may have unusual personal tastes, but they also have common leanings that set them apart from other groups. Unlike the cultures of children or of adults, youth culture is the patterns of conduct, ways of thinking, and styles shared among young people.
Just as a way of adapting to an environment differs by social situation, culture does not appear in only one form. Each society has a culture of its own, and cultural relativism should be admitted; cultures should not be ranked for superiority. In that light, youth culture is one of the many cultures in a society. Inside it, too, there is variety. The single category “youth” can be divided by gender, by school level, by region, by area of interest, and by age, and the cultures that appear will differ accordingly.
Young people learn culture through everyday life. As culture is handed from one generation to the next, new content is added and stored; the storehouse of culture grows with time, and that accumulation should be kept in view. Groups, clubs, and circles of young people share a collective culture, stored as a group’s rules or practices. The culture of a social group is made of many parts, which do not sit at random or each on its own, but hold close mutual relations and form a whole, a system.
To understand the types and traits of youth culture, the complex setting around it should be understood, including the educational systems that bear on young lives, and social and cultural environments, institutions, and practices taken together. Youth culture is not still; it is always changing. Culture is stored and inherited through learning, yet that process always involves change, and youth culture, too, keeps changing.
Young people, the essay concludes, are sensitive to social change and play a pioneering part in taking up new fads, so the look of change in youth culture can be called more dynamic than change in other cultures. For a case in everyday Korean life, the essay turns to han. Korean culture holds many feelings; among them the idea of han is well known, and not only visitors from elsewhere but Koreans themselves often name it as the most Korean of sentiments.
Han brings into the open a heavy pain hidden deep in Korean people. It can be called a deep sorrow; from that pain, through a slow, repeating expression distinctive to the country, it shows itself outwardly in the manner of a fine painting, and is shaped as the beautiful tragedy of a life. In it there is a tension that makes the familiar strange, and a slow reversal. Han does not name life and death, the meeting and parting of lovers, love and hate, or success and failure themselves; it names the inner movement of the person who faces those things.
It is the piteous beauty stirred by a longed-for scene that beckons, or the dazzling compassion stirred by beings whose fate is to perish — perhaps the common atmosphere that surrounds us. Han is a state of feeling accumulated over a long span of living among Korean people. It arises, the essay says, in five ways: a shared fate when people suffer and share joy together; a caring heart when one does not ask something of the other and cherishes them; an unreserved closeness when formality falls away and the boundary between people disappears; a going beyond calculation when each understands the other and the line between them is crossed; and a long staying-together when much time, or many years, have been spent side by side.
The path of living without being wounded, it says, is only the path of water: not standing up against what is strong, but meeting it softly, rinsing, wiping, and seeping in where it cannot be seen. Han is also thought to stir sadness. Because it carries the image of tears and sorrow, when something sad has happened and rain happens to fall, people say even the sky is not indifferent and has sent rain, and the sadness rises.
People tend, according to their own state of mind, to take the weather around them as if it were their own situation. The essay then turns to game culture among Korean youth. With the growth of information and communications technology, young people have grown up in a cultural setting formed by games, and now that smartphones are widespread, games have become a part of daily life. Rapid economic growth and fast industrialization and computerization, though, can easily expose young people to a harmful setting and may have a negative effect.
The content and form of the games they meet can bear negatively on their cultural tastes and on the forming of a worldview and of values, which is why the matter is treated as large. After COVID-19, left here as the essay places that period, the number of people who play games rose sharply, and young people make up a large share of them. The influence of games on youth has drawn steady interest from parents, teachers, civic groups, and others.
Through games, young people are seen to take in the content they meet without much criticism. That a game itself holds sensational or violent content does not, the essay says, make it unconditionally harmful; measures should be prepared with the effects on people in view, yet in the COVID-19 period, given a social setting in which people can be more exposed to games and given a sharp rise in internet use, a need for stronger measures is raised.
Survey findings are also placed, without a year, that when sensationalism and violence appear often on television and in games, they can later bring copycat crime and a confusion of ethics. The most important problem named is that games can be a medium that holds sensational and violent material. Restriction is already prepared with effects in view, but the need for it to be strengthened is raised again by the social setting and by the rise in internet use.
Adolescence is placed as the time when a person establishes a sense of who they are, a period often called one of storm and stress. Developmental tasks are taken up, but problem behavior and darker feeling also appear. The effects of games are many. Games let a person express online the actions and wants they cannot carry out in ordinary life. Young people want to imitate the figures who appear in a game, and they dress or work a character into the ideal look they wish for.
What they cannot be superior at in ordinary life they express easily online; playing for long hours, they try to make game and ordinary life one, and they may try to copy in-game actions and wants and show them as they are in ordinary life. Games, then, are said to offer a wish to imitate. Violence and sensationalism in games can also stir negative impulses. In one research survey, left undated as the essay places it, among young people exposed to games for long hours, the more often they met a violent or sensational scene, the more they felt a related impulse.
As access to such scenes through the medium becomes easier, what students feel about a negative act is tied to the impulse that follows. Games, the essay says, give young people an imitative psychology and stir an impulse to work off a want or a discontent they could not express in daily life, and easy exposure to violent or sensational scenes bears on feeling those acts and impulses and showing them in conduct. In the COVID-19 period, serious game addiction is placed as having become more of a problem.
When activity outside became impossible, people caught in online gambling games could not tell reality from the virtual, or gambling from a game, and a tendency to try to take money or valuables for the sake of a game is said to have increased. Such conduct can also give rise to various social troubles and to other crime. Online games are named among the causes, and online game addiction is placed as a main cause of people becoming violent, yet addiction itself is still judged merely as a personal pathology, and proper measures have not been found.
Rapid economic growth and fast industrialization and computerization can easily expose people to a harmful setting. The educational task, the essay says, is to admit that games can bear on negative conduct, but to leave the thought that long hours of play unconditionally mean such conduct will appear, and to admit that other factors can also give a negative effect. A game is only a game; one should not be caught in the prejudice that the whole related industry brings harm and stirs impulse.
The present situation should be grasped properly, and systematic, long-term study is needed of how games give people a negative effect. Because the game industry is widening not only in Korea but around the world, effective domestic and foreign norms or regulations should be looked into, and effective ways should be sought to weaken the harmful functions of games and to strengthen the useful ones. Games should not be treated as an unconditionally harmful medium, but approached as an industry, as a sport, and as a cultural matter, and the negative conduct that appears with addiction should be met by understanding the addiction problem at the root and dealing with it.
This page stays with the COVID-19 period and with the undated survey findings as the essay places them, and does not add later official tallies of youth culture or of play.
A sign, the essay says, is the joining of a signifier and a signified. Saussure looked at that relation, or at the relations among signs in a text, but not at the social and cultural relation between signs and a reader. Barthes widens the idea and divides signification into two stages. Denotation is the first, generally accepted dictionary sense. Connotation grows from that literal sense; it is not fixed in the same way, and it extends or brings forward another meaning. Connotative signifiers are made of denotative signs. A symbol is an arbitrary, conventional link between a sign and an object, read by a rule or by habit; without learning it, the link cannot be understood. Letters are named as the most representative case. In Peirce’s wording, as the essay reads it, a symbol cannot point to an individual thing; it designates a kind, and the symbol itself is a kind. A symbol is not a habitual concept; it is habit itself, the custom a community shares.
Youth culture is culture shared by young people — patterns of conduct, ways of thinking, and styles that set them apart from children or adults — though personal tastes still differ. Culture does not appear in only one form; each society has a culture of its own, and cultures should not be ranked. Inside youth culture there is further variety by gender, school level, region, interest, and age. Young people learn culture in everyday life; new content is added as it passes from one generation to the next, and clubs and circles store a collective culture as rules or practices. The parts of a group’s culture hold together as a system, and the educational and social setting around it should be taken as a whole. Youth culture is always changing. Because young people are sensitive to social change and take up new fads first, the look of that change can be called more dynamic than change in other cultures.
For a case in everyday Korean life, the essay turns to han, often named as the most Korean of sentiments. It brings into the open a heavy pain hidden deep in Korean people, a deep sorrow shaped, through a slow repeating expression, as the beautiful tragedy of a life. It does not name life and death, meeting and parting, love and hate, or success and failure themselves, but the inner movement of the person who faces them — a piteous beauty, or a dazzling compassion for beings whose fate is to perish. Han accumulates over a long span of living together, through a shared fate, a caring heart, an unreserved closeness, a going beyond calculation, and a long staying-together. The path of living without being wounded is compared to water, meeting what is strong softly. Because han carries the image of tears, rain that falls on a sad day is often taken as if even the sky were not indifferent.
With the growth of communications technology, and with smartphones now widespread, games have become a part of daily life for Korean youth. After COVID-19, left as the essay places that period, the number of people who play rose sharply, and young people make up a large share. Content and form can bear on taste, worldview, and values. Survey findings, left undated, place frequent sensational or violent scenes as later tied to copycat crime and a confusion of ethics. Games can offer a wish to imitate, and one undated survey places more frequent exposure to such scenes with a stronger related impulse. In the COVID-19 period, addiction, including to online gambling games, is placed as more serious, with a confused line between reality and the virtual, and a rise in attempts to take money or valuables for a game; addiction is still often judged only as a personal pathology. The educational task is to admit that games can bear on negative conduct, but not to assume that long hours of play unconditionally cause it, to study the effects over a long term, to look into domestic and foreign norms, and to approach games also as an industry, a sport, and a culture. This page stays with the COVID-19 period and with those undated findings as they are placed, and does not add later official tallies of youth culture or of play. The same Korean report, at fuller length, is on CampusDown.
Last updated: 14 November 2026
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Saussure looked at signifier and signified, or at signs in a text, but not at the social and cultural relation with a reader. Barthes adds that cultural dimension and divides the process into two stages: denotation, the first, generally accepted dictionary sense, and connotation, a meaning that extends or brings forward something on top of that sense.
Han, often named as the most Korean of sentiments. It is a deep sorrow shaped, through a slow repeating expression, as the beautiful tragedy of a life — not the events themselves, but the inner movement of the person who faces them — and it accumulates over a long span of living together.
After COVID-19, left as the essay places that period, the number of people who play games rose sharply, and young people make up a large share. The essay admits that games can bear on negative conduct, but it asks that long hours of play not be taken as unconditionally causing that conduct, and that games be approached also as an industry, a sport, and a culture. Later official tallies are not added.