In the sixth episode of Squid Game (Netflix, 2021), the players pair up for a game of marbles without knowing that only one of each pair will come out alive. Oh Il-nam, player 001, a frail old man with a brain tumor, teams up with Gi-hun, the protagonist, and seems to lose track of the game; Gi-hun takes advantage of his apparent dementia to cheat him out of his marbles. In the end Il-nam hands him the last one, calls him his gganbu, his trusted friend, and stays behind, counted as eliminated. He had known about the deception all along. In the final episode, on his deathbed, he tells Gi-hun why: he invented the game for some very rich clients who no longer enjoyed anything, and he signed up to play because watching from the stands was no longer enough. That confession turns the series into a case for cultural criminology, which studies crime as emotion, spectacle and consumption.
// The theoryCrime as emotion and as spectacle
In Seductions of Crime (1988), the sociologist Jack Katz argued that criminology forgot something obvious: crime produces intense emotions, and is sometimes committed for them. Stephen Lyng called the deliberate pursuit of extreme risk edgework. From these ideas, Jeff Ferrell, Keith Hayward and Jock Young developed cultural criminology, which studies crime as experience, image and commodity: violence turned into a spectacle that others consume, and the emotions sought in it when everyday life offers none.
Watching is no longer enough
Il-nam is the extreme case of the consumer of emotions. He has everything, and for that very reason nothing satisfies him. Squid Game is his way of recovering intensity: first as spectacle, for him and for the VIPs who bet on the players as if they were horses, and then as participation, because watching is no longer enough. Cultural criminology describes that logic: violence as an entertainment product, consumed by those who can afford it, and risk as the last luxury of someone who has nothing left to desire.
// The subjectA kindly grandfather
For almost the whole series, Il-nam is the most endearing character: a forgetful old man who plays with delight, remembers his childhood and grows fond of Gi-hun. That tenderness was not entirely false, and that is the disturbing part. Il-nam truly enjoys the games of his childhood; what he does not care about is that, for him to enjoy them, hundreds of people must die.
The series plants clues that can only be read backwards. In the second episode, when the survivors vote on whether to go on, the 100-100 tie is broken by player 001, who votes to stop the games: the creator lets everyone go home, and he himself comes back, as if he would rather not die out there. In the fourth, during the fight in the dark dormitory, it is the cries of the old man perched on top of a tower of bunk beds that bring the beating to an end, and the lights come back on. And in the last, after the confession, he proposes one more bet: a drunk man lies in the snowy street, and Il-nam bets that no one will stop to help him before midnight. Someone stops. Il-nam dies at that moment, on Christmas Eve, without getting to see it. The man who turned other people’s despair into a show dies betting on everyone else’s indifference, and losing.
Oh Il-nam
Get the map of theories for free
Subscribe to the criminal archive —one case a week, no spam— and I'll send you The map of theories: the great currents of criminology on a single sheet.
// The crackEmotion does not explain inequality
Cultural criminology explains well why Il-nam plays, but less well why the others agree to play. The 456 players are not looking for thrills: they are looking for a way out of impossible debts. Squid Game is above all an allegory of economic inequality, and that structural dimension takes a back seat if we look only at the creator’s emotion.
Moreover, the series is itself a spectacle of violence that millions consume with enthusiasm, like the fictional VIPs. Cultural criminology would point it out: the critique of the spectacle is part of the spectacle.
Suffering as entertainment
Cultural criminology has studied how the media turn crime and suffering into entertainment: programs showing real arrests, fight videos circulating on social media or dangerous challenges filmed to win followers. Its argument is that it is not enough to ask why someone commits a crime; we must also ask who watches it, who sells it and what they gain from it.
Three key ideas
- Cultural criminology (Ferrell, Hayward, Young) and Katz’s (1988) “seductions of crime” study crime as emotion, spectacle and commodity.
- Oh Il-nam, player 001, is the creator of Squid Game: a bored billionaire who turns the desperation of the indebted into spectacle and signs up to play to feel something again.
- The crack: emotion explains the creator, not the players, who play because of debt, and the series itself is the spectacle of violence it criticizes.
Sources · further reading
- Katz, J. (1988). Seductions of Crime: Moral and Sensual Attractions in Doing Evil. Basic Books.
- Ferrell, J., Hayward, K. and Young, J. (2008). Cultural Criminology: An Invitation. Sage.
- Lyng, S. (1990). “Edgework: A Social Psychological Analysis of Voluntary Risk Taking”. American Journal of Sociology, 95(4), 851-886.
- Young, J. (2007). The Vertigo of Late Modernity. Sage.
Case-file questionsFrequently asked questions
Who is Oh Il-nam?
Oh Il-nam (“El jugador 001”) is a villain from Squid Game, analysed on KRIMINIS through the lens of criminology. He had so much money that nothing amused him any more.
Why does Oh Il-nam (Player 001) become a villain?
Cultural criminology sees Squid Game’s player 001 as a consumer of thrills: a billionaire who bought other people’s deaths as a show, then stepped into the arena once watching was no longer enough.
Which criminological theory explains Oh Il-nam?
Oh Il-nam's case is analysed through Cultural criminology. Cultural criminology, developed by Jeff Ferrell, Keith Hayward and Jock Young from the ideas of Jack Katz, studies crime not only as calculation or need, but as emotional experience, spectacle and consumer product. Oh Il-nam, player 001 of Squid Game (Netflix, 2021), is an old man with a brain tumor who befriends Gi-hun during the games. In the end he is revealed as their creator: a billionaire who organized a fight to the death for desperate people, with rich spectators who bet on them, and who decided to take part because watching the game from the stands had stopped thrilling him.








