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A distinct youth culture began in the mid-1980s with the style visual kei with bands such as D'erlanger, X Japan and Buck-Tick. In the 1990s the idol began with idol group Morning Musume. Other cultures for youth was Nagoya kei and Gothic Lolita. The youth culture in Japan began in the 1980s with cultures such as Japanese idol and visual kei.
Skewing young. Japan aside, women’s skateboarding across both categories is dominated by teenage athletes. Paris street bronze went to popular 16-year-old Brazilian Rayssa Leal, who in the ...
Category: Japanese youth culture. 8 languages. ... Japanese teen films (4 C, 18 P) Japanese television series about teenagers (17 P) V. Video gaming in Japan (8 C, 11 P)
Otaku (Japanese: おたくor オタク) is a Japanese term that describes people with consuming interests, particularly in anime, manga, video games, or computers. [16] The otaku subculture has continuely grown with the expansion of the Internet and media, as more anime, video games, shows, and comics were created and an increasing number of ...
The kogal phenomenon has never represented a majority of teenage girls. Rather, it largely symbolizes the evolution of the role of women in capitalist Japan. As such, the kogal style rejects not only tradition which Japan is known for but the spirit of nationalism, seeking to embody stateless consumerism. This consumerism is communicated ...
Japanese police call them Maru-Sō (police code マル走 or 丸走) and occasionally dispatch police vehicles to trail the groups of bikes for the reason of preventing possible incidents, which may include: riding very slowly through suburbs at speeds of 10–15 km/h (6.2–9.3 mph), creating a loud disturbance while waving imperial Japanese ...
Japanese schools have a class structure which functions as a caste system, but clubs are an exception to the social hierarchy. In these clubs, a student's interests will be recognized and nurtured, catering to the interests of otaku. Secondly, the vertical structure of Japanese society identifies the value of individuals by their success.
There is a large selection of music, films, and the products of a huge manga and anime industry, among other forms of entertainment, from which to choose. Game centers, bowling alleys, and karaoke are popular hangout places for teens while older people may play shogi or go in specialized parlors. Together, the publishing, film/video, music ...