Time together · 1970s–2020s

How we spent time together

Where did you go to meet your friends? Follow the places where students spent time together, from coffeehouse tables to neighboring seats in a PC room.

Scroll through the decades
1970sMeeting at the coffeehouse
2000sSide by side, in the same game
2020sAfter the pause, meeting again
01 / 06 Meeting at the coffeehouse

1970s · One guitar, a song to share

An audience at Changgyeonggung’s outdoor music festival on April 17, 1976. A period scene of concerts and outings, not a university-only gathering.

대한민국 정부 · Photo source · Public domain

Students gathered in coffeehouses to talk and sang along to acoustic guitars. Group dates and campus festivals offered other chances to meet someone new.

Accounts of university culture describe coffeehouses, group dates, and acoustic guitars side by side. Photographs of a 1970 masquerade at Yonsei and a 1977 couples party at Hanyang preserve another campus scene: students enjoying music and dancing.

  • Coffeehouses & group dates
  • Guitars & singing
  • Festivals & parties
02 / 06 Out of town, together

1980s · A train to Daeseong-ri, a trip to remember

People gathered in a circle at Daehangno’s street festival on May 12, 1985. The event brought together members of the public.

서울특별시 공보관 / 서울기록원 · Photo source · 서울기록원 이용조건: 제한없음

A group retreat meant leaving the classroom and boarding a train. After singing and playing together, unfamiliar classmates might feel a little closer on the journey home.

Recollections of retreats in Daeseong-ri describe guitars, songs, and shared drinks. On campus, clubs and Daedongje festivals brought people together through folk performance and group games. Trips and festivals made room for time in a crowd.

  • Train trips & retreats
  • Guitars & drinks
  • Festivals & group games
03 / 06 Music beyond the campus gates

1990s · Finding a place to dance, watch, and meet

A photograph dated October 1999 from a trip to Korea. People the photographer met in a bar/coffee house sit together around a table with beer and shared food.

Jesse Hull · Photo source · CC BY 2.0

Nightclubs and rock cafés offered music and dancing; cinemas offered a story to watch together. Places beyond campus also became settings for friendship.

A history of university culture describes the spread of dance-oriented rock cafés around Sinchon from about 1991. Cinemas and drinking venues were also meeting places. In the late 1990s, PC rooms added another way to spend time together.

  • Nightclubs & rock cafés
  • Cinema
  • Drinks with friends
04 / 06 Side by side, in the same game

2000s · A round online, a game around the table

Customers playing StarCraft side by side in a PC bang in July 2001. Their university enrollment status is not documented.

Alex C · Photo source · CC BY 2.0

Friends looked at separate screens while playing on the same team, or gathered around a table to roll the dice. Games expanded both the places and the ways to spend time together.

Student interviews from 2000 mention PC rooms and rhythm games such as DDR and Pump It Up. By 2003, field reporting described board-game cafés spreading through Daegu’s university districts. Online play and face-to-face tabletop games belonged to the same decade.

  • PC rooms
  • DDR & Pump It Up
  • Board-game cafés
05 / 06 Food, songs, and one more game

2010s · Where shall we go today?

Students sharing dinner and raising their cups around a long table during an MT retreat on March 29, 2013.

Seoung13 · Photo source · CC BY-SA 4.0

Meet for a meal, sing in a coin-operated karaoke booth, or play another round at a PC room. Familiar activities continued, appearing in different combinations.

A 2019 comparison of the university entry cohorts of 1999, 2009, and 2019 lists restaurants, coin karaoke, and PC rooms alongside drinking as social activities. Reported drinking frequency and who paid also differed between cohorts. How students met mattered alongside what they did.

  • Restaurant outings
  • Coin karaoke
  • PC rooms & drinks
06 / 06 After the pause, meeting again

2020s · A puzzle to solve, a route to run

Participants gathered around a game table at Squid Game: The Experience in Seoul on May 29, 2025. This is an actual visitor experience inspired by the television series.

이정우 / 문화체육관광부 Korea.net · Photo source · CC BY-SA 2.0

Solve an escape-room puzzle, visit an exhibition, or meet at a set time to run. Recent student-group records show many ways to plan a meeting around an activity.

A university social group’s 2026 account lists board games, bowling, exhibitions, and pop-ups alongside retreats, festivals, and trips. A campus running group documents regular runs and marathon entries. Familiar activities continue beside newer ones.

  • Escape rooms & board games
  • Exhibitions & pop-ups
  • Running & trips

Scenes preserved in records

How has time spent socializing face to face changed?

The Time Use Survey records average daily face-to-face socializing among students at university level and above: 52 minutes in 1999 and 25 minutes in 2024.

52min 1999
46min 2004
43min 2009
34min 2014
26min 2019
25min 2024

These are averages across the whole group and all days, including graduate students. They include people other than friends. Shared meals, films, and sports may be coded separately, so this is not total time spent having fun with friends.

KOSIS · Time Use Survey, average time by students’ school level ↗

Which activities do young adults experience?

In the 2025 National Leisure Activity Survey, 87.5% of respondents in their twenties had met friends in the previous year, 53.5% had drunk alcohol, and 37.0% had visited a karaoke venue.

  • Meeting friends87.5%
  • Drinking alcohol53.5%
  • Visiting karaoke venues37.0%
  • Board games, puzzles & cubes14.2%
  • Themed café experiences9.9%
  • Clubs & nightclubs8.8%

These are annual participation rates for all people in their twenties, not only university students or the frequency of outings. Individual activities do not identify whether friends were present. Multiple responses were allowed; selected activities are shown.

Reading this story

Scenes were selected from contemporary reporting, oral histories and recollections, university cultural materials, and recent group activity records. They show new activities alongside continuing traditions, rather than ranking each decade’s most popular pastimes. Long-term comparisons of the Time Use Survey require attention to changes in activity classifications and survey seasons. The leisure survey combines board games with puzzles and cubes, and its themed-café category cannot be read as escape rooms alone.

See each caption for the photograph’s date, place, and subject. Reference photographs of places and activities are distinguished from photographs directly documenting university students in the period. Images were resized and compressed for the web; the opening previews show cropped portions. Research reviewed October 24, 2026.

Until the next time

Places change. Time together stays with us.

For some, university means a train ride to a group retreat. For others, it is the seat beside a friend at a PC room. Today’s walk or escape room may become that kind of memory, too. If these photographs brought a friend to mind, perhaps it is time to arrange your next meeting.

ChartKo · 1970 — 2020