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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 modern selfie has origins in Japanese kawaii (cute) culture, which involves an obsession with beautifying self-representation in photographic forms, particularly among females. [24] By the 1990s, self-photography developed into a major preoccupation among Japanese schoolgirls, who took photos with friends and exchanged copies that could be ...
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Another video game franchise with a gyaru character is the Dragon Quest series. On the Nintendo DS game Dragon Quest IX there is a gyaru as the fairy character, Sandy. [307] The video-game company, Nintendo did not only cater to gyaru by the use of video-game promotions with gyaru or video games related to the gyaru subculture.
A "telescopic extender" for compact handheld cameras was patented by Ueda Hiroshi and Mima Yujiro in 1983, [10] and a Japanese selfie stick was featured in a 1995 book of "101 Un-Useless Japanese Inventions". While dismissed as a "useless invention" at the time, the selfie stick later gained global popularity in the 21st century.
Rice cultivation and centralized leadership were introduced by these groups, shaping Japanese culture. Chinese dynasties, particularly the Tang dynasty, have influenced Japanese culture throughout history. After 220 years of isolation, the Meiji era opened Japan to Western influences, enriching and diversifying Japanese culture.
English. Read; Edit; View history; Tools. ... This is a list of traditional Japanese games. Games. Children's games ... Japanese role-playing game; Video game
The deputy director described its mission as to "brand Japanese products with the uniqueness of Japanese culture", [24] [25] with a budget of ¥19 billion for 2011 alone. [25] In the fiscal year 2008, public spending on cultural activities was ¥116.9 billion in South Korea, ¥477.5 billion in China, and ¥101.8 billion in Japan, forming 0.79% ...