Add into that the different domestic cryptography requirements, and you get a lot of explanation of the uniqueness of the Korean computing landscape.
Add into that the different domestic cryptography requirements, and you get a lot of explanation of the uniqueness of the Korean computing landscape.
Manga and anime were available as well, as long as they were translated and adapted to local references accordingly. Dragon Ball was available by 1989 officially[2] and Crayon Shin-chan by 1995[3]. Music and regular films were the most impacted since Japanese language could not be kept in media.
Reading through the Wikipedia article for it[4], it's quite incomplete as it makes it sound like all things Japanese were banned in Korea. At least for games, anime, and manga, by mid-90s, quite a lot were available officially. While a bit biased (a whole separate issue about Namuwiki[5]), here's a perspective on the history of it if you can read Korean (or want to read through a translator)[6]
[0] https://www.youtube.com/watch?v=a_C6azkQ7Mw [1] https://www.youtube.com/watch?v=xzBHMmDBKuE [2] https://namu.wiki/w/%EB%93%9C%EB%9E%98%EA%B3%A4%EB%B3%BC#s-1... [3] https://namu.wiki/w/%ED%81%AC%EB%A0%88%EC%9A%A9%20%EC%8B%A0%... [4] https://en.wikipedia.org/wiki/Japanese_influence_on_Korean_c... [5] https://en.wikipedia.org/wiki/Namuwiki [6] https://namu.wiki/w/%EC%9D%BC%EB%B3%B8%20%EB%8C%80%EC%A4%91%...
https://www.dibidibi.com/Data/GP/c65gadz83a/DETAIL/37996145-...
quite funny
https://web-japan.org/trends98/honbun/ntj981207.html
https://en.wikipedia.org/wiki/Censorship_of_Japanese_media_i...
https://www.japantimes.co.jp/news/2003/09/17/national/south-...
I've always wondered why it was such a big thing in Korea, of all places.