This study considered the problem of women’s accepting Sijo based on the Ga-ttu(歌鬪) of the first half of the 20th century. Playing game of Ga-ttu, which utilizes Gosijo, was a new-culture that appeared in the early 1920s and grew closely related to the women’s culture. Nevertheless, the relationship between Ga-ttu and women has not been carefully addressed in prior discussions.
In response, Chapter 2 examined the situation in which women emerged as the leading figure in the culture of Ga-ttu in the first half of the 20th century through the formation of Ga-ttu cards and the planning of Ga-ttu competitions. Ga-ttu, which began in the early 1920s, became a major culture for women under the auspices of influential media, and became more solidified in the 1930s. In particular, around the late 1930s, Ga-ttu gained its status as a folk culture of Joseon, which was possible because women’s demand for Ga-ttu was not small. As such, in the first half of the 20th century, Ga-ttu was a hobby culture that was very close to women’s lives.
In Chapter 3, women were interested in Sijo works that were actually accepted and enjoyed by women through Ga-ttu, and the Sijo contained in the Ga-ttu card was analyzed according to the content motif. Ga-ttu producers focused on works that fit their emotions more to make Ga-ttu a woman’s hobby. Works depicting natural landscapes or on the theme of pleasure, and the subject of love were typical. Then, from the mid-1920s, a sense of history was reflected in Ga-ttu and a sense of instruction was also instilled. Considering women’s tastes, they were called active consumers of Ga-ttu culture, while naturally learning cultural knowledge and lessons. This shows that in the first half of the 20th century, Ga-ttu was used as a tool for women’s noble hobbies, as well as a channel for knowledge, information, and education.