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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.
Japanese teen films (4 C, 18 P) Japanese television series about teenagers (17 P) V. Video gaming in Japan (8 C, 11 P) Pages in category "Japanese youth culture"
Hikikomori has been defined by a Japanese expert group as having the following characteristics: [17] Spending most of the time at home; No interest in going to school or working; Persistence of withdrawal for more than 6 months; Exclusion of schizophrenia, intellectual disability, and bipolar disorder
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 history of railfans in Japan can be traced back to the Taishō era when children, in particular young boys, started to become interested in railways en masse. By the Shōwa era two dedicated railway magazines were being published to cater for this bourgeoning interest in Japan's railways, [3] with the first dedicated railfans magazine Railway (鉄道) established in 1929. [4]
Cultural festivals (文化祭, Bunkasai) in Japan are annual open day events held by most schools, from nursery schools to universities at which their students display their artistic achievements. [1] People who want to enter the school themselves or who are interested in the school may come to see what the schoolwork and atmosphere are like.
Two-ten-jack (Tsū-ten-jakku) - a Japanese trick-taking card game. Uta-garuta - a kind of karuta (another name: Hyakunin Isshu) Tile games.
There is significant awareness of Japanese popular culture in the United States.The flow of Japanese animation, fashion, films, manga comics, martial arts, television shows and video games to the United States has increased American awareness of Japanese pop culture, which has had a significant influence on American pop culture, including sequential media and entertainment into the 21st century.