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๐Ÿ‡ฐ๐Ÿ‡ท South Korea /Culture & Society

In an Era of Efficiency and Numbers, What Have We Lost?

From Hankyoreh · () Korean

Translated from Korean, summarized and contextualized by DistantNews.

At a glance

In-depth Named sources Context piece
  • "It's Good to Do Nothing and Get Paid" is a near-future novel set in a game company where employees' brainwaves are monitored for productivity.
  • The protagonist, Jin-ha, struggles with the constant pressure of performance metrics until he joins a team working on an old game, "Golden Land."
  • The novel explores the loss of play, relationships, and laughter in an efficiency-driven society, offering a heartwarming message about finding meaning beyond performance.

Park Sun-young's debut novel, "It's Good to Do Nothing and Get Paid," plunges readers into a near-future game company where employee productivity is relentlessly tracked through a Brain-Computer Interface (BCI) recording system. This system quantifies concentration, fatigue, and work performance, creating an environment of constant pressure.

The protagonist, Jin-ha, a second-year employee, finds himself caught in this cycle of performance-driven work. As colleagues leave due to the demanding environment, Jin-ha inherits their workloads, leading to the eventual dissolution of his team. He is then transferred to a new team working on "Golden Land," a game released 40 years prior, which operates outside the company's pervasive BCI system, making it a virtual 'ghetto' within the organization.

On the "Golden Land" team, Jin-ha meets Tae-kyung, one of the original developers, and Gyu-young, who enjoys coloring. They welcome Jin-ha and are more interested in playing than in adhering to company metrics. Through his interactions with them, Jin-ha experiences a different world, one where casual conversations, shared play within the game's virtual space, and the formation of new relationships take precedence over efficiency and numbers. The novel offers a poignant reflection on what is lost when society prioritizes performance and data over the essential human elements of play, connection, and laughter.

DistantNews Editorial

Originally published by Hankyoreh in Korean. Translated, summarized, and contextualized by our editorial team with added local perspective. Read our editorial standards.