Category Archives: Digital

Slender Man

Nationality: Korean- American
Age: 20
Occupation: Student
Residence: Los Angeles, California
Language: English

Text: I watched a youtube video in the fourth grade, with some of my friends, that described the lore behind Slender Man. I didn’t really believe in his existence, but I would be lying if I said I wasn’t afraid of the possibility of him being real. I used to live in a densely forested area, and walking back from my friend’s home at night, during the peak of the distribution of Slender Man information, I would always run to avoid any possible encounters with this entity. Its not even that I saw him, or a figure resembling it at all, I was just worried at the possibility. When the trend of talking about slender man died down, though, I found myself not being fearful.

Context: Informant first became exposed to the idea of Slender Man in the fourth grade. They describe that it was a sort of “trend” to be knowledgable or discuss the figure at school and amongst friends. The informant believes that The Slender Man’s ability to scare the younger populations is what lead to its prevalence in the community. Informant believes that The Slender Man legend had the ability to create unity within younger populations through a collective fear.

Analysis: I find the contemporary legend of Slender Man to be very critical to understanding the interaction between folklore and the internet. It is undeniable that the propagation of his lore was attributed to social media, and many agree that his origin point was the web. Though he originated on a digital platform, he quickly took on the qualities of traditional folklore. He began to spread by means of oral tradition, and his stable presence proves that, even with technology, folklore continues to prosper.

🐝 + 🍯 = “Be Honey” → “Be Happy”

Age: 20

Date: 02/22/2025

Language: English

Nationality: Singaporean

Occupation: Student

Primary Language: English

Residence: United States

Text:🐝 + 🍯 = “Be Honey” → “Be Happy”

Growing up, I remember seeing rebuses in kids’ books and classroom activities, and they always felt like a game. They made learning words exciting because instead of just memorizing letters, you had to decode the meaning through pictures. But rebuses aren’t just for kids—they’ve stuck around in all kinds of ways. You can find them in logos, ads, and even internet memes, where visuals and text blend together to say something clever in a way that’s quick and eye-catching.

At their core, rebuses show how creative language can be. They prove that communication isn’t just about words—it’s about how we interpret meaning from symbols, sounds, and context. Even though they come from ancient times, they still feel fresh and modern, which is probably why we keep using them. They tap into something universal: the joy of figuring things out.

Chupacabra

Text:

When asked about the legends that his abuelita would tell him during his family visits to Mexico, MS responded:

“She also told us about the chupacabra. It’s one I actually asked about because my brothers and I played this game called Poptropica when we were younger. It had all these islands you could visit and one of them was the ‘Cryptids Island’ where you had to track down these urban legend creatures, like Nessie and Bigfoot, and one of them was the chupacabra, so I wanted to ask her about it. She said that yeah, her parents had told her about it growing up. So, if people found their goats or livestock with these puncture holes in their necks, they blamed it on the chupacabra.”

When asked what he could recall about the chupacabra’s appearance, MS responded:

“So in the game, it looked like this f*cked up looking, blue dog thing with spikes and sh*t. But, I think abuelita said it was more reptile looking.”

Context:

MS is a sixteen year old who has grown up in Los Angeles, CA. His abuelita immigrated from Mexico to Sacramento, CA in 1961. She then returned to her hometown in Mexico in the ’90s. Here, MS is recalling legends he had heard from his abuelita when his family visited her in her hometown during vacations.

Analysis:

This entry from MS highlights the role of non-native media in shaping perceptions of folk legends. As MS mentions, his initial interest in the chupacabra stemmed from its portrayal in the popular online children’s game, Poptropica. This brings forth the question of what role non-native media plays in shedding light on this folklore and what responsibilities it has while doing so. In this case, exposure to the legend in the context of a video game spurred his curiosity to explore the origins of the chupacabra further. However, from his description, it is clear that Poptropica’s depiction of the chupacabra adheres more to the North American imagination of what kills livestock: wolves. This visual description is distinct from the versions of the legend that tend to be seen in Puerto Rico and Mexico, where the creature is described as more reptilian. The choice to portray the chupacabra as more dog/wolf-like brings up another question of responsibility: How should Poptropica, an online game that claims to be an educational resource for children, balance its commercial interests with its goal to educate?

Post-Internet Roman Empire

Nationality: Indian

Primary Language: English

Other Language(s): N/A

Age: 21

Residence: Los Angeles

Text

“My Roman Empire is [something I think about a lot].”

Context

This informant is from Generation Z, and they use social media on a regular basis. They are also studying video games at USC, so they are very familiar with internet terminology.

Analysis

This phrase is a customizable proverb (and also, to some extent, a joke) that postdates the internet. A couple years ago, an internet trend where girlfriends asked their boyfriends how often they think about the Roman Empire went viral. Eventually, the proverb evolved from literally meaning people are thinking about the Roman Empire to simply something that has been on the person’s mind frequently, hence the phrase, “My Roman Empire is [something I think about a lot].” This internet proverb has an interesting way of connecting the past (Roman Empire) with the present (internet) and using it in a humorous context. The joke begins with the viral phrase “my Roman Empire is…” – a phrase many social media users are familiar with – and ends with something entirely unique to the speaker… something unexpected by the listener. This unpredictability gives the proverb potential to be humorous!

YOLO

Text: A proverb that postdates the internet – “YOLO”

Informant: NS

Ethnicity: Indian

Primary Language: English

Age: 26

Residence: San Francisco

Context:

The phrase “YOLO” became popularized when the informant was in high school (around 2012) after it became mainstream through rap lyrics and culture. YOLO is an acronym for “you only live once,” and became an important personal mantra for the informant and his group of friends.

Analysis:

“YOLO” embodies a cultural ideology that values taking risks with the intent of living life to the fullest. Popularized by rap lyrics and further pushed through digital culture and social media, I believe that the phrase is an embodiment of youth attitudes towards life at the time, placing emphasis on optimistic nihilism. This piece of folklore also reflects a shift in societal outlooks on mortality. Past generations generally worked towards long-term goals. However, newer generations, starting with millennials, have adopted approaches to life that prioritize instant gratification more often. Furthermore, in the digital era, because platforms aimed towards younger generations (such as Tiktok) provide endless sources of this across a user base of millions, the internet has become a critical factor in youth culture. As a result, YOLO can be seen as a landmark for generational identity that represents an overarching anthropological shift in social behaviors and culture.