Internet memes are an increasingly widespread form of vernacular communication. This paper uses LOLCats, one of the most popular and enduring Internet memes, as a case study for exploring some of the social and cultural forces that contribute to memes’ popularity, both individually and as a whole. A qualitative audience study of 36 LOLCat enthusiasts indicates that individual memes can be used by multiple (and vastly different) groups for identity work as well as in–group boundary establishment and policing. This study also shows that as memes travel from subculture to the mainstream, they can be sites of contestation and conflict amongst different stakeholders looking to legitimize their claim to the canonical form.
The animated Graphics Interchange Format (GIF) is a digital file format with a long history within internet cultures and digital content. Emblematic of the early Web, the GIF fell from favor in the late 1990s before experiencing a resurgence that has seen the format become ubiquitous within digital communication. While the GIF has certain technical affordances that make it highly versatile, this is not the sole reason for its ubiquity. Instead, GIFs have become a key communication tool in contemporary digital cultures thanks to a combination of their features, constraints, and affordances. GIFs are polysemic, largely because they are isolated snippets of larger texts. This, combined with their endless, looping repetition, allows them to relay multiple levels of meaning in a single GIF. This symbolic complexity makes them an ideal tool for enhancing two core aspects of digital communication: the performance of affect and the demonstration of cultural knowledge. The combined impact of these capabilities imbues the GIF with resistant potential, but it has also made it ripe for commodification. In this article, we outline and articulate the GIF’s features and affordances, investigate their implications, and discuss their broader significance for digital culture and communication.
This roundtable discussion presents a dialogue between digital culture scholars on the seemingly increased presence of hating and hate speech online. Revolving primarily around the recent #GamerGate campaign of intensely misogynistic discourse aimed at women in video games, the discussion suggests that the current moment for hate online needs to be situated historically. From the perspective of intersecting cultural histories of hate speech, discrimination, and networked communication, we interrogate the ontological specificity of online hating before going on to explore potential responses to the harmful consequences of hateful speech. Finally, a research agenda for furthering the historical understandings of contemporary online hating is suggested in order to address the urgent need for scholarly interventions into the exclusionary cultures of networked media.
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