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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.
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
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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 ...
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 ...
Many veterans faced difficulty readjusting to society after the war, and some turned to custom car making and gang-like activities on city streets to gain an adrenaline fix. These early bōsōzoku took inspiration from American greaser culture and imported Western films; bōsōzoku became known for its many similarities to old American biker ...
According to Japanese law, the term "shonen" refers to "a person from the time they enter elementary school until the time they are 15 years of age", [2] and "Any person who has not reached the age of 15 years" (Juvenile Law (少年法, Shonen Hō), Article 2.1). In the realm of education and culture, this is the period of compulsory education.
Japanizi "Going, Going, Gong!" ("ゴーイング、ゴーイング、ゴング!") is a Canadian children's physical game show with a Japanese motif where contestants compete with a teammate against other teams as they tackle obstacles and challenges to test their mental capabilities, strength, endurance, and smarts. [1]