The Internet and Folktales

 

 

The digital revolution in the last quarter of the twentieth century gave way to new means of communication, new ways of telling tales and new dimensions in researching narrative culture, especially since personal computers and local networks became connected to each other in a world wide web called the Internet. In the 1980s, when a growing number of people were able to afford a personal computer and a modem, digital communication started by using e-mail, joining mailing lists, and visiting newsgroups via - for instance - Usenet. The 1990s showed many improvements concerning pc's, modems, communication software and providers. Not only could plain messages be sent by e-mail, but larger files with text, pictures, animated gifs (photos with moving details) or animation as well. Internet browsers were being developed, like Mosaic, Netscape and Explorer, webpages gained more and more visual features and symbols, and hyperlinks lead to unprecedented intertextuality. Sites with discussion fora appeared on the web as well, and in this era, the first folktale collections and databases were being published on the Internet. In the twenty-first century, hardware and software became cheaper and faster. Chatting on the Internet has become very popular, especially amongst kids and adolescents. At first, conversations in chatrooms consisted of typing and sending text to each other, but software like PalTalk and MSN made live chat sessions possible, using a microphone and a webcam. Meanwhile, mobile phones were able to function as small computers themselves: the e-mail is called SMS, mailing pictures and small movies is done by MMS. These mobile phone messages are fit for sending jokes, riddles and funny pictures to eachother. A new MSN and SMS language evolved, using abbreviations (lol = laughing out loud, CU l8er = see you later) and emoticons (smileys).

Within a quarter of a century, the possibilities to digitally store and exchange folk narrative has expanded dramatically - developments turned the world into a 'global village' in which English is the foremost lingua franca. The democratic medium of the Internet made it possible for many to share their stories with others. Due to the Internet, tales travel faster than ever: a story can go around the world in just a few seconds now. The exchange of jokes and contemporary or urban legends is a popular pastime among youngsters and inside office culture. Due to the enormous expansion of folkloristic and folk narrative material on the Internet, it is getting harder to retrieve the information one is looking for, and therefore the importance of search engines like Yahoo and Google is increasing. Today, it looks as if all information can be found on the world wide web: more data are added every day, and we sometimes tend to forget that data are changing, moving to other addresses or even completely disappearing too. A joke, a piece of Photoshop-lore (a funny, manipulated digital picture) or a discussion on the subject of urban legendry, can be here today and gone tomorrow. Google's cache is in many cases a last resort before folkloristic bits and bytes disappear permanently.

As far as legend goes, the partron saint of the Internet is the H. Isidore of Seville (c. 560-636).

 

Folktale collections

One of the earliest (1994) and still one of the finest folktale collections is the German Gutenberg Project, in 2006 containing some 1600 fairy tales, 1200 fables and 2500 legends (see http://gutenberg.spiegel.de/index.htm). On the Gutenberg website we - for instance - find the fables of Aesop, the fairy tales of Hans Christian Andersen, a fairy tale collection of Ludwig Bechstein, the Decameron of Giovanni Boccaccio, the fables of Jean de la Fontaine, the Kinder- und Hausmärchen and the Deutsche Sagen of Jacob and Wilhelm Grimm, the Volksmärchen der Deutschen of Johann Musäus, fairy tales of Charles Perrault, and the Deutsche Hausmärchen of Johann Wilhelm Wolf. The English version of the Gutenberg Project contains several of the above-mentioned works in English, as well as the Arabian Nights (or Thousand Nights and a Night), the French Contes of Madame d'Aulnoy, stories from Giambattista Basile's Pentamerone, Geoffrey Chaucer's Canterbury Tales, Thomas Malory's Le Mort d'Arthur, an edition of  jests of Nasreddin Hoca, the Edda by Snorri Sturluson and a collection of Slave Narratives from Arkansas, Florida, Georgia, Indiana, Kansas, Kentucky, Maryland, Mississippi and Ohio  (see: http://www.gutenberg.org/wiki/Main_Page). A fine collection of folktales can be found on D.L. Ashliman's site on Folklore and Mythology (http://www.pitt.edu/~dash/folktexts.html) as well as on David K. Brown's site on Folklore, Myth and Legend (http://www.ucalgary.ca/~dkbrown/storfolk.html). Of course, there are a lot of webpages to be found, dedicated to a single oeuvre, like the one containing the works of Hans Christian Andersen (http://hca.gilead.org.il) and the one with a translation of the Latin Facetiae of Poggio (http://www.elfinspell.com/PoggioTitle.html), or to the traditional folktales of a specific country, like the Icelandic Sagnagrunnur (http://www.hi.is/~terry/database/sagnagrunnur.htm, still under construction). The epic of The Wedding of Mustajbey's Son Bećirbey, as performed by the Bosnian singer Halil Bajgorić can be experienced in original transcript, with an English translation, introduction and comments and with the authentical audio file (http://www.oraltradition.org/zbm).

Many websites all over the world present the local legends of a region or town; these sites are built by private persons as a hobby and by local organizations to attract tourists.

Modern genres like urban legends and jokes are collected on the Internet as well. The most famous site on urban legends is Snopes (http://www.snopes.com), which contains thousands of versions and for every story tries to determine whether it is true or false (or somewhere in between). Apart from this site, there are Urbanlegends.com (http://urbanlegends.com), David Emery's pages on Urban Legends and Folklore (http://urbanlegends.about.com), the site of Scambusters (http://www.scambusters.org/legends.html) and the Urban Legends & Modern Myths site (http://www.warphead.com/urbanlegends). Particularly dealing with digital chain letters containing virus hoaxes is the site of Vmyths (http://www.vmyths.com). There are so many (private) sites with collections of jokes and funny pictures that it is impossible to sum them all up; just as an example the sites of Jokes Galore (http://www.jokesgalore.com) and JokeCenter (http://www.jokecenter.com) are mentioned here.

All of the sites above provide researchers with a lot of textual material that can be read, downloaded and, with the appropriate software, be put into databases, indexed or researched on word frequencies, for example. In order to perform comparative research folklorists still have to do a lot of work themselves. Furthermore, a lot of traditional material is literature, not transcripts of oral transmission; and if sites present oral material, often quite some contextual information is lacking, like: when and where was the story told and by whom? To what tale type does the story belong, according to international catalogues like Antti Aarne, Stith Thompson and Hans-Jörg Uther's The Types of International Folktales (Helsinki 2004). It seems that only small countries like The Netherlands and Flanders (the northern half of Belgium) are building folktale databases that meet the more specific needs of folk narrative researchers. Both the Nederlandse Volksverhalenbank (Dutch Folktale Database, http://www.verhalenbank.nl) and the Vlaamse Volksverhalenbank (Flemish Folktale Database, http://www.volksverhalenbank.be) allow scholars to search on keywords, names, genres, provinces, places and dates. A lot of the folktales stem from oral tradition, are catalogued according to the internationally acknowledged typology, and there is information available about the narrator. These databases take digital archiving and retrievability a step further: they are advanced research instruments, consultable from all over the world. The only unfortunate thing is that the databases are just available in Dutch, not in English.

At the moment, folktales from western cultures are most easily obtained from the Internet. For comparative research there is still much need for English translations of - for instance - traditional Asian folktale collections, like the Indian Jataka and the Japanese Konjaku Monogatari. On the other hand, there is no decent edition of Johannes Pauli's Schimpf und Ernst to be found on the web either.

So far we looked at primary sources: folktales to be found on the Internet. Still, there is an abundance of websites with secondary information as well, dealing with subjects like folklore and narrativity, mythology, fairy tales and legends. Just to mention a few of them: the Encyclopedia Mythica (http://www.pantheon.org), Myths & Legends (http://www.myths.com/pub/myths/myth.html), D.L. Ashliman's Folklinks (http://www.pitt.edu/~dash/folklinks.html), Folklore and Fairy Tale Resources on the Web (http://www.rochester.lib.ny.us/folklorefairytales), and the site on Irish Literature, Mythology, Folklore and Drama (http://www.luminarium.org/mythology/ireland).

 

Narrating on the Net

In the above cases, the Internet more of less functions as a worldwide digital library. The Internet can be used as a virtual place to tell stories too. For instance, personal narratives or memorates can be found on all kinds of weblogs. Riddles, jokes, (urban) legends and rumors are told on mailing lists, in newsgroups, discussion fora and chatrooms. When legends are told by someone as being true stories, not seldom follows a discussion with other members of the group on the reliability of the story. There are certain newsgroups specialized in narrative subjects, like alt.jokes, alt.humor, alt.folklore.ghost-stories and many more. Some specialized websites have their own fora, where narratives can be found on subjects like ethnicity, fantasy, the paranormal, hauntings, UFOs, crop circles and the End of Days. Particularly in newsgroups, mailing lists and discussion fora, folk narrative researchers can operate as invisible fieldworkers just by 'lurking' (reading, not participating in the discussion). One of the disadvantages of communication on the Internet, though, is that one can never be sure of the identity of the narrator: most participants nowadays present themselves with a 'handle' or nickname and create their own virtual identity through 'avatars' (little pictures that suggest to represent some part of their personality) and mottos - one cannot even be sure whether a participant is male or female, young or old. For this, one needs to follow live chat sessions in which webcams are used. Another way to study human interaction and storytelling was facilitated by the (originally Dutch) television program Big Brother, in which a selection of people was locked into a house out of their own free will, surrounded by cameras and microphones. All their actions, pranks, jokes and memorates could be followed online, 24 hours a day, thanks to the live streams on the Internet.

Probably the most popular form of virtual storytelling, especially among yougsters and office workers, is sending each other textual and visual jokes by e-mail. The oldest visual jokes consisted of ASCII-drawings (http://www.asciiartfarts.com/20060423.html). One of the advantages of virtual joking is that one does not need to be a gifted narrator anymore: all that is needed is the ability to cut and paste or just to forward a funny text. The computer will keep every binary byte in its place, while the sender can still gain prestige as a funny person. One of the disadvantages is that this way, a lot of jokes show no variation anymore, whereas in oral transmission, the narrator would improvise (after all, only a punchline needs to be memorized) and adapt the joke to his likings and that of his audience. Still, there are digital jokes sent around, which are altered, reworked and enhanced, for instance a funny list of differences between men and women.

The digital revolution made another form of visual joking possible: it is what I call Photoshop-lore. PhotoShop is the name of one of the most popular computer programs with which pictures are being manipulated. Actually, PhotoShop-lore is in many ways the successor of the well-known XeroxCopy-lore: in the past, people copied funny pictures and cartoons and distributed them on paper. The digital distribution of PhotoShop-lore and the oral transmission of traditional jokes have some features in common: 1) the original maker of the joke remains anonymous most of the time. 2) The joke is transmitted from person to person(s), 3) The joke comments on subjects that - at least according to the narrator and his audience - really matter in present day society. 4) The PhotoShop joke deals with the same taboos, frustrations, prejudices and fantasies as the traditional oral joke. 5) Like in traditional joking, PhotoShop jokes are being recycled every once in a while: lying politicians, for instance, have repeatedly been depicted as Pinocchio with a long nose. The phenomenon of PhotoShop-lore has existed since the late 1990s, as soon as enough people were able to receive e-mails with attachments. Still, it became a real hype after September 11th, 2001: the terrorist attacks on the World Trade Centre and the Pentagon. Mailboxes in the Western world immediately became infested with PhotoShop humor about the Twin Towers, Bush, Bin Laden, Afghanistan, Al-Qaida and Muslim terrorism in general. Since then, Photoshop-lore is being made on every subject worth joking about - nowadays there even exist Internet contests. The visualization of jokes has not stopped at pictures: they are sent around as PowerPoint presentations, Macromedia animations and Quicktime movies as well.

As far as narrating on the Net is concerned, it looks like the telling of jokes, riddles, rumors and (urban) legends is more popular than telling a traditional fairy tale. Every now and again, fairy tale parodies pop up, both as texts and as pictures. Especially the sexual relationships between fairy tale Disney figures seem to be favoured, for instance between Beauty and the Beast or Snow-White and the seven dwarfs.

Another old form of folklore has infested the Internet: the chain letter. The mail must be forwarded to multiple persons in order to avoid (personal) harm and bring about happiness and good fortune. Sometimes it is necessary to forward the mail to raise money for a sick child that needs an operation, in some other cases Bill Gates will reward people with a large sum of money for testing his new e-mail tracking software. Of course, these are all hoaxes, as are the many alerts for computer viruses that never come. The first e-mail of this kind started circulating in 1994 as a warning against the (non-existing) Good Times virus. Many of these virus alerts followed (Irina, Deeyenda, Join the crew, Penpal greetings, It Takes Guts to Say 'Jesus’, Your friend D@fit, etc.). Most of the time, it is said that opening the e-mail will cause a virus to forward itself to everyone in the address book and to erase all harddisks. Authorities like IBM, AOL, Microsoft and McAfee are mentioned to make the message more believable. In some cases, the e-mail advises to delete a certain file when present - after which the user will soon find out he did not erase a virus, but a part of the standard Windows software. As a reaction to the virus hoaxes, obvious parodies or anti-legends circulated, in which the virus was said to wipe all your credit cards, date your girlfriend and drink all your beer. There is another story one better not fall for: the so-called Nigerian Scam. The reader is requested by a very polite, well-educated and mostly Christian official to help transferring millions of dollars out of the country by opening a trustworthy bank account. The reward will be tremendous, but first the reader must pay a certain amount of money for the costs that need to be made. It goes without saying that the victim will never see a penny in return.

A last example of narrating on the Net deals with the neglected genre of the 'situation puzzle', a.k.a. the 'albatross story' or 'kwispel'. A kwispel is a narrative riddle game, in which the narrator or riddler in a few words unveils the mysterious conclusion of a story and asks what happened, whereupon it is up to the audience to unravel the entire plot of the story by asking questions that can only be answered by yes or no. Here is a classic clue the riddler might give: "A man lies dead in his room. On the floor are sawdust and small pieces of wood. What happened?" The game is often played by adolescents, on vacation, around the campfire. Recently, the game has been played on the Internet by members of a Yahoo mailing list: the contestants were allowed to ask five questions in one e-mail. The solution of the above riddle was: The dead man on the floor was a blind midget and worked in a circus. He was famous for being the shortest man on earth. A jealous competitor secretly sawed small pieces of wood from the blind midget's cane, as well as from the legs of his chairs, his table, etc. This made the midget believe that he had started to grow and that, soon, he would no longer be the smallest midget on earth. Finally, in his despair, he committed suicide (and now the competitor is the smallest midget on earth). It is a fine example of interactive storytelling in cyberspace.

 

Playing tales

Finally, one cannot only tell or listen to a tale: thanks to computer technology, one can play and experience a tale as well - at least in virtual reality. Soon after consumers started buying personal computers, the first computer games were developed. Today, the game industry is making more money than the film industry. Many games - especially the adventure games - take their themes, motifs and structure from fairy tales, myths and legends, and this goes for early games like the Kings Quest-series as well as for later productions such as the Final Fantasy-series. Interactivity has been added since computers and game consoles can be plugged into the Internet. Now players can simultaneously play their own roles in folktale-like adventures thanks to the MMORPGs: the Massively Multiplayer Online Role-Playing Games, bearing names like Ultima Online, EverQuest and World of Warcraft.

                           

For many people in the early days, the personal computer started out as just another electronic typewriter. The machine with its monochrome screen was mainly used for storing data and texts. Soon it changed from an electronic book into some sort of television due to the addition of all kinds of audio-visual features: color, icons, illustrations, animations, speech, sound, et cetera. Intertextuality was enhanced through hyperlinks, the computer turned into a multi-media device with unprecedented possibilities, while the Internet greatly expanded the means of storing, retrieving and exchanging data, folktales included. The Internet did not destroy oral communication or social contact, as pessimists would have it; the Internet just added more and new ways in contacting and communicating with people we would probably never meet otherwise. Considering the fact that computer technology and the Internet will become even more audio-visual, we will probably soon use the Internet to tell real time oral stories to each other once more. In the future, game-like storytelling may even turn into a 'holodeck' experience, in which the tale is lived in 3D virtual reality. Meanwhile, the folktale databases will not only be filled with textual transcripts and photographs, but with movie samples showing storyteller's performances as well.

 

 

List of further readings

 

Alsheimer, Rainer: 'Apocalyps now? Eschatologisches im Internet und anderswo?', in: Schweizerisches Archiv für Volkskunde 95 (1999) 1, p. 47-59.

 

Brednich, Rolf W.: www.worldwidewitz.com. Humor im Cyberspace. Freiburg [etc.] 2005.

 

Brunvand, Erik: 'The heroic hacker: Legends of the computer age', in: Jan Harold Brunvand: The Truth Never Stands in the Way of a Good Story. Urbana 2000, p. 170-198.

 

Burger, Peter: 'De onzichtbare veldwerker. Usenet als corpus voor onderzoek naar moderne sagen', in: http://www.meertens.knaw.nl/events/stdh2001/burger.pdf (2001).

 

Burger, Peter & Theo Meder: '“A rope breaks. A bell chimes. A man dies.The kwispel: a neglected international narrative riddle genre', in: Toplore. Stories and Songs. Trier, WVT, 2006. (to be published)

 

Dégh, Linda: 'Collecting legends today - welcome to the bewildering maze of the Internet', in: Ingo Schneider (ed.): Europäische Ethnologie und Folklore im internationalen Kontext. Festschrift für Leander Petzoldt zum 65. Geburtstag. Frankfurt [etc.] 1999, p. 55-66.

 

Ellis, Bill: 'Legend / AntiLegend. Humor as an Integral Part of the Contemporary Legend Process', in: G.A. Fine, V. Campion-Vincent & C. Heath: Rumor Mills. The Social Impact of Rumor and Legend. New Brunswick & London, 2003, p. 123-140.

 

Ellis, Bill: 'Making a Big Apple Crumble: The Role of Humor in Constructing a Global Response to Disaster', in: Peter Narváez (ed.): Of corpse. Death and humor in folklore and popular culture. Logan, Utah State University Press, 2003, p. 35-79.

 

Fialkove, Larissa & Maria N. Yelenevskaya: 'Ghosts in the cyber world. An analysis of folklore sites on the Internet', in: Fabula 42 (2001) 1/2, p. 64-89.

 

Foley, John Miles: 'Oral tradition and the Internet: Navigating Pathways', in: FF Network 30 (June 2006), p. 12-19.

 

Kuipers, Giselinde: 'Media culture and internet disaster jokes: Bin Laden and the attack on the world trade center', in: European Journal of Cultural Studies 5 (2002) 4, p. 451-471.

 

Kuipers, Giselinde, Jeroen de Kloet & Suzanne  Kuik: Digitaal contact: het net van de begrensde mogelijkheden. Amsterdam 2003.  Special issue Amsterdams Sociologisch Tijdschrift.

 

Meder, Theo: '"Veel geluk, meneer Gorsky!" Volksverhalen op de electronische snelweg', in: Oost-Vlaamse Zanten 74 (1999) 1, p. 47-58.

 

Meder, Theo: ‘Viruspaniek. E-mail-lore van Good Times tot Polleke den Hacker’, in: http://www.meertens.nl/medewerkers/theo.meder/viruspaniek.html (2001).

 

Murray, Janet H.: Hamlet on the holodeck. The future of narrative in cyberspace. Fourth impression. Cambridge MA, MIT Press, 1998.

 

Pearce, C.: 'Story as play space: narrative in games', in: L. King (ed.): Game on: The history and culture of video games. London, Laurence King Publishing Ltd., 2002, p. 112-119.

 

Schneider, Ingo: 'Erzählen im Internet: Aspekte kommunikativer Kultur im Zeitalter des Computers', in: Fabula 37 (1996), p. 8-27.

 

Wiebe, Karl: This is not a hoax: urban legends on the internet. Baltimore, PublishAmerica, 2003.

                                                                                   

 

Theo Meder

Meertens Instituut, Amsterdam