Category Archives: Childhood

Herobrine (Minecraft Legend)

Original Text:

Informant: “In Minecraft, basically…well, Notch created Minecraft. And when he created Minecraft, there was this big thing that there was like a bug in the game and it created Herobrine, who was like an evil default avatar with white eyes. Herobrine would go into peoples Minecraft servers and kill them in Minecraft, and burn their buildings, and put lava everywhere. So then everyone was like have you seen Herobrine in your game? And people would lie and say ‘yeah Herobrine was in my game’, but it wasn’t possible for Herobrine to be in the pocket edition of Minecraft. Pocket edition is just Minecraft on your phone. It was only possible on the computer” [

Collector: Is it real?

Informant: “Probably not real, but…I was playing on pocket edition with my brother one time, we were just hanging out, and then I joined a new world and I randomly just get killed and I was like OMG ITS HEROBRINE! Herobine killed me! Im pretty sure I just accidentally walked back into lava and then burned alive but yeah. We all would tell our Herobrine stories. My brother and his friends said that they actually had a Herobrine war, like they were fighting him, I don’t think it was real, but yeah.”

Context: The informant in 18 years old and grew up in Orinda, California. He says that he was an avid player of Minecraft from 5th to 6th grade and it was cool to be really good at the game among his peers. His brother’s friends were especially good at the game, and he wanted to be able to play with them. The informant watched a lot of YouTube videos about Herobrine that further cemented his belief in the legend.

Analysis: The legend of Herobrine is obviously terminus post quem the invention of Minecraft (2011). The same way children tell ghost stories because they are unfamiliar with the concept of death, children like the informant and his friends would tell stories about Herobrine, who was a white-eyed scary version of the default Minecraft avatar. Just because there is a new digital age, doesn’t mean the typical types of legends from the past don’t resurface online. Little boys like the informant would naturally be intrigued by a scary, other-worldy version of their avatar with the desire to haunt and kill them. To add on, the invention of the internet and games is still very new, and people often make up stories like Herobrine to deal with the unknown factor they find eerie about the internet — like it perhaps having a mind of its own.

Dia de los Muertos

The informant talks about how important the Dia de los Muertos celebration was for his family. Normally celebrated from November 1st to 2nd but there are sometimes extra days based on location in Mexico the person is from. Dia de los Muertos celebrates the dead by preparing a feast and all their favorite toys, meals, and so much more. This preparation thus invites the souls of the dead to be with their family. The first day would celebrate any children that the family had lost, and so candy, juices, and toys would be put out on the altar. The second day would be to celebrate the elderly, so they put out conchas, food, beer, a basket of fruits, and other things they might have been known to love.The third day would be to celebrate anyone in between who had died,  where family and friends would add anything left to add, decorate the tables, with colors like orange, red, green, yellow, pink and so much more. The informants also stated that they would include edible sugar skulls as decorations and a pastry called Pan de Muerto.  This is a big bulbous loaf of bread, shaped with knots with the round ball at the top and a cross intersecting that.  Marigolds were bright orange, meant to guide the souls of the dead back to their homes that scattered the altar. 

The informant emphasized that the reason the holiday celebration was so important is because everyone within the family would head over to help decorate, or just be there as a family and talk. They would all remember the deceased and talk about the memories they shared of them that would help to bring them closer together.  When the celebrations were over, everyone would be able to dig in and eat the food. The informant added that they never put pictures despite the big depiction and representation of having pictures on the altars because of poverty in Mexico and lack of cameras in Mexico. Thus the memory of their dead loved ones would live on in their memory. 

It seems to me that the importance of family is crucial to this holiday celebration as it commemorates any family member dead or alive. It takes a different take on the dead of ghostly stories and instead expects the souls of their dead ones among them, with only love and remembrance felt at the celebration. A small part of this is similar  to the concept of contact magic as they use food and toys that they used to love in their life, but it is not directly in contact with them. Additionally, symbolism such as the pan de muerto where the ball or knot at the top is meant to represent the skull and the cross is meant to represent the bones from their bodies. The holiday is very cyclical and falls at the same time of the year to have a dedicated time to commemorate any loved ones that have been lost. 

Children’s Hand Game: Concentrate

The game requires two players. One hand is facing down, one hand is facing up, your hands are mirrored with each other, and then you clap three times on your own. To start, you do those actions while singing “Concentrate, 48, no repeats, or hesitates, ill go first, you’ll go second, let’s concentrate on _
The informant stated that the category to concentrate on is chosen before the start of the game. For example, the category could be Disney characters, fast food restaurants, books, movies, or anything else. Then the informant said the point of the game was to continue to list out things in that category while alternating back and forth, doing the same hand-clapping motions every time a response is given. The game ends when one of the individuals runs out of responses, someone hesitates, or something is repeated.

The informant has an older sister who is five years older than her. She states that growing up, her sister knew so many games such as hand clapping games meant to pass the time. Whether it was in car rides, in line at Disney World, and before Iphones and Ipads, it became an integral thing for them. She stated that when they would play, they would think “Oh you’re bored, oh you don’t have anything to do, you just want to be silly for a second” and it would alleviate their boredom. Additionally, she added that at other times the adults would be busy and thus she and her sister would need to occupy themselves so they would be able to be silly and have fun. She added that she was a girl scout and learned many other hand games through this as well. Lastly, she mentioned that she still plays now for nostalgia and that she has taught it to some of her friends now as a way to disconnect from being on their phones all the time.

 The hand-clapping game resembles many other games in the sense that its pace is fast and creates a competitive environment between its players. The urgency to play whenever one was bored shows how children are able to be creative and innovative. Considering the link between being a girl scout and having the knowledge of all these games shows that there is a purpose to learning these games and that we view them as having value and not just something silly. They provide children with something they can do that stimulates their minds and can also now help to detach themselves from using technology for entertainment so much.

Philippine Debut

Text: 

On her 18th birthday, a Filipino girl is usually expected to have a debut ball.

Context:

The informant is my maternal grandmother, who was born and raised in the Philippines, and still continues to live there. She celebrated her debut in 1956. For her, the ceremony was a special and important occasion that allowed her to celebrate her birthday with friends and family members in a grand and unforgettable manner.

Analysis:

In Filipino culture, the debut represents a coming of age ritual. Since the age of adulthood for Filipino girls is 18, the debut is held on their 18th birthday. The debut holds a significance similar to the Quincenera (age 16)  for Mexican and other Latin American cultures as well as the sweet sixteen for some North American cultures. As in most coming of age rituals, the celebration marks the crossing of the threshold between childhood and adulthood, and in this specific case, childhood to womanhood. After the debut, the debut celebrant is recognized by her society as an adult woman.

Bloody Mary in the Bathroom – Legend

Context:

J is a screenwriting second-year at USC, raised in Canada but moved to American when J was 10 years old. The below text is a story told among the female students at J’s elementary school.

Text:

When J was in elementary school, there was a bathroom where people said that a girl had died in while she was a student in school who continued to haunt the bathroom because of how gruesome her death was without finding peace. Her spirit believed to be lingering there resulted in the creation of their own version of Bloody Mary. Students would say that “Bloody Mary lives in that bathroom.” They could tell because it was the very last stall and one of the pipes on the toilet had a splash of red paint on it, which students thought was blood. J themselves would go to the stall at the end of the day, and never got haunted by Bloody Mary. But, J was always on edge in the bathroom, where every little noise or motion may “summon” Bloody Mary, so J never did the “summoning” (saying Bloody Mary) to not chance the possibility of the ghost.

Analysis:

This narrative takes advantage of two legend themes: ghosts and Bloody Mary. Ghosts are an entity that lives on liminal boundaries: the line between life and death, human and non-human, and science and will power. The legend of a ghost forces the audience to question if one’s will truly is strong enough to overrule death, if a death with regret strong enough truly can provide haunting, or if there really is a line between life and death that is invisible to the living. Death itself is enigmatic and frightening for the living, so ghosts are a way people cope with it. For an audience as young as elementary students, ghosts not only become a way to deal with the permanence of death, but also a way to refuse grieving or accepting death, tying ghost narrative back to anti-hegemonic childhood folklore. So, the ghost itself as a literary object in a story subtly questions much of the real world’s ideas of death, maybe even denying them outright. Furthermore, because the legend is also about Bloody Mary, the story also becomes a coming-of-age for young girls. Bloody Mary serves the mark women’s menstrual cycle, a point at which blood comes out of the body, the girl is no longer chained to childhood and has to face harsh reality. Avoiding the bathroom stall avoids Bloody Mary, avoiding growing up as a young woman. An acknowledgement that Bloody Mary is not real (this childhood rumor is not real) marks a turning point in the young female world, that they have “risen above” childhood, gotten their period (marked by blood..Bloody Mary) and became women.