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UNDERSTANDING MEMETIC MEDIA AND 
COLLECTIVE IDENTITY THROUGH 

STREAMER PERSONA ON TWITCH.TV 
 

NATHA N J. JA C KS ON  U N I V E R S I T Y  O F  N E W  S O U T H  W A L E S  
 

ABSTRACT 

 Video game livestreamers on the leading platform Twitch.tv present a 
carefully curated version of themselves - negotiated in part via interactions with 
their viewers - resulting in collectively performed personas centred around 
individual streamers. These collective personas emerge from a combination of live 
performance, platform features including streamer-specific emoticons and 
audiovisual overlays, the games that streamers play, and how they play them. In this 
paper, I interrogate how these elements culminate in a feedback loop between 
individual streamers and non-streamer participants, specifically how platform 
features mediate and facilitate interactions between users. I also examine streaming 
persona as both a product and expression of this dynamic and the subsequent 
emergence of streamer-based social arrangement and collective value systems. I do 
this with particular attention to how memes operate uniquely within the 
livestreaming mode. 

KEY WORDS 

Livestreaming; Persona; Mimetic Media; Collective Identity; Performance; Video Games 

 

INTRODUCTION  

In this paper, I define memesis1 – not to be confused with mimesis – as the performative process 
by which Internet users draw upon existing memes to create new memetic media. By examining 
memesis through two contrasting Twitch streamer case studies – RayNarvaezJr and 
PaladinAmber – I address the impact of different users on the formation of the streaming 
persona and stream collective through questions of user agency. Further, I demonstrate how 
memes appear within games and emerge from them during streams, thereby mediating game-
spectator dynamics. Finally, I introduce a temporal layer by linking memesis with the memetic 
histories of stream collectives. 

This analysis is rooted in streamers’ performances of persona, interactions with their 
viewers, and the resulting collective identities that emerge through streams. By understanding 
the creation of memes as a cultural process linked to collective identity formulation, a new 
framework for examining digital persona arises. This paper demonstrates how multiple 
phenomena that occur all over the Internet intersect: memes are built into our online 
interactions; the sharing of video game content online has developed and sustained enormous 
followings over the past fifteen years; and online identity – both collective and individual – is 
constructed and performed online. The arguments I present here generalise well beyond this 



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context to illuminate dynamics within digital culture around identity construction and content 
circulation. 

TWITCH, PERSONA, AND COLLECTIVE IDENTITY 

Online persona can be best understood by recontextualising pre-digital notions of the concept. 
Marshall (2010) begins this work by mobilising Jung’s (1928) and Goffman’s (1956) 
understandings of persona as a product of interactions with an external collective in everyday 
life. On Twitch, the streaming persona emerges and is reflexively defined through the 
interactions between the streamer and spectators. Otherwise, also known as impression 
management, this constitutes a particular form of micro-celebrity (Senft 2008). 

As scholarly interest in Twitch grows, studies emphasise that sociality is one of the 
primary motivations for continued use (Ask et al. 2019; Hilvert-Bruce et al. 2018; Sȷöblom and 
Hamari 2017; Sȷöblom et al. 2017). Twitch operates as a social space through a combination of 
the relationship between active spectators and the streamer-spectator relationship (Bingham 
2020; Chen and Lin 2018). As such, participatory communities emerge with the streaming 
persona at their core (Hamilton et al. 2014). The values presented by the streaming persona are 
thus reflected in the behaviours of members of chat (Consalvo 2018), and I argue that this leads 
to a collective variation of the streaming persona that is embodied by the streamer but enacted 
by the entire collective. 

Twitch’s features enable spectators to perform elements of the streaming persona. 
Among the most prominent of these are subscriber emotes. Emotes are emoticons specific to 
Twitch. Streamers can design/commission emotes for their subscribers, who in exchange pay a 
monthly subscription fee to support the streamer. Emotes form a core component of both the 
streaming persona and collective vernacular on Twitch (Consalvo 2017; Ford et al. 2017). When 
spectators communicate using subscriber emotes, they mobilise the streaming persona to 
create a collective identity. Persona’s collective dimension (Moore et al. 2017) emphasises that 
the performer is not necessarily the sole contributor to the performed persona (Marshall et al. 
2020). The synchronous nature of Twitch strengthens the perception of intimacy between users 
(Johnson and Woodcock 2019), affording streamers a better sense of how content resonates 
with their audience and enabling them to adjust their performance accordingly. In this way, 
spectator agency is stronger in livestreaming than in asynchronous digital modes (Scully-Blaker 
et al. 2017), and so collective identity and persona become negotiations between spectator and 
streamer agency. 

Moore et al. (2017) name the performative as a key dimension underpinning online 
persona, a conceptualisation that foregrounds the balance between truth and fiction as a 
performer communicates with their audience. An illusion of authenticity typically accompanies 
the performance of micro-celebrity (Marwick 2013), although the liveness and long-form nature 
of livestreams present challenges to a sustained and consistent persona. Despite this, Twitch 
streamers must still tailor elements of their persona to appeal to their audience (Woodcock and 
Johnson 2019). 

MEMES, AGENCY, AND IDENTITY 

The influence of collective agency on streaming personas and the personas’ subsequent fluidity 
bears a striking resemblance to the transformative nature of memes. The transformations that 
memes undergo subject to collective agency instil memes with an inherent plurality. Shifman 
captures this plurality in her definition of an Internet meme as “(a) a group of digital items 



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sharing common characteristics of content, form, and/or stance, which (b) were created with 
awareness of each other and (c) were circulated, imitated, and/or transformed via the Internet 
by many users” (Shifman 2014, p.41). To clarify what constitutes ‘many users’ in this definition, 
Milner (2016) notes that media may be considered memetic if it is “consistently shared and 
innovatively applied”, even among only a small group (p.38). A number of memes discussed in 
this chapter resonate most strongly within a single streamer collective (in fact, may even be 
understood completely differently across different groups), so I will rely upon Shifman’s 
definition with the caveat that there may be limitations on spread. 

Memes carry inherited social and political values that can contradict the intention of 
individual manifestations (Glitsos and Hall 2019; Shifman 2019). These inherited values can be 
mobilised by streamers to destabilise the existing values of the meme and evoke questions of 
agency. Agency is essential to the success of a meme and underscores the distinction between 
an Internet meme and Dawkins’ (2006) original “meme” (Milner 2016; Shifman 2013). Wiggins 
and Bowers (2015) discuss agency in this context as “characterised by an innate ability to 
imagine different outcomes”(p.1894). From this emerges their duality of memetic structures, 
whereby an actor enacts their agency to create a new manifestation of a meme whilst 
preserving the essence of that meme. This recursive process allows users to encode their 
contribution with meaning relative to previous contributions and forms a basis for future 
contributions. Phillips and Milner (2018) refer to this uniqueness-connectivity duality as fixity 
and novelty, as discussed by Tannen (2007), and via Toelken’s (1996) twin laws of 
conservatism and dynamism. This ambivalence is central to my account of memetic behaviours 
and memesis. The creation of memetic media is thus a complex practice of layered 
intertextuality that contributes to an individual’s identity within their social group (Shifman 
2012).  

Shifman’s (2014) social logic of participation names the simultaneous active 
construction of a unique identity and shaping of social networks through memes. This logic 
applies directly to social interactions on Twitch. Accordingly, a streamer can use memes to 
define their persona in a way that is unique and relatable, and encourages greater collective 
participation. There is a growing body of literature demonstrating how memes can be mobilised 
to construct collective identity and perform boundary work that fluidly informs normative 
behaviour (Ask and Abidin 2018; Gal et al. 2016; Literat and van den Berg 2019; Phillips and 
Milner 2018). Alternatively, memes can act as gatekeepers, permitting membership to - and 
hence validating the agency of – only individuals who demonstrate knowledge of unspoken 
rules (Nissenbaum and Shifman 2017). Adhering to normative behaviour through memes – that 
is, using the ‘correct’ memes in the ‘correct’ ways – lends users credibility. As such, memes 
become tools for accruing social capital. Streamers operate slightly differently to non-streamer 
participants here, as the latter generates this social capital within the stream collective while 
the former sets the standard for the stream collective. However, the streamer also demonstrates 
their social capital through memes as signals of broader social and cultural awareness. 

METHOD 

This paper stems from an ongoing ethnographic project examining the construction and 
performance of streaming personas on Twitch. I draw upon two case studies – RayNarvaezJr 
(Ray) and PaladinAmber (Amber) – who together demonstrate the diverse ways in which 
memes are mobilised to reinforce and redefine aspects of streaming personas and the 
associated collective identities. I draw attention to how these streamers curate their streams, 
particularly how memes are integrated into streams and emerge from them. The elements of 
interest include emotes, the stream screen layout, streamer choices in Twitch alerts and 



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overlays, and the games that they play and how they play them. Taylor refers to much of this as 
the “set design” of the stream (2018, p.73) and it culminates in streamers’ presentations of 
persona (Sȷöblom et al. 2019). I extend this to more broadly consider memetic decisions that 
affect the interactions between members of each stream collective and the subsequent 
collective identity. 

RayNarvaerJr 
January 2019. Texas-based RayNarvaezJr (Ray) is a little way into his stream of the new Kingdom 
Hearts III (2019). His facecam sits in the bottom left of the screen, a green screen sets only his 
body, his chair, and his microphone visible. On the top left of the screen is an event tracker, listing 
the usernames of his most recent four subscribers and donors. Above this sits his ‘sub train’ and 
timer, respectively the number of subscriptions that have occurred within five minutes of each 
other and a countdown until the train resets lest someone else subscribes. Ray is fighting a boss - 
the Rock Titan from Disney’s Hercules (1997). 

‘Oh, we up here now, okay’, Ray says as the protagonist Sora, who is dwarfed by the titan 
boss, momentarily hovers above the titan’s twin heads before landing between them. After a few 
seconds of attacking one of the heads, Ray activates an ability. 

‘Wait, what does this one say?’ 

A bright, multi-coloured train of neons and fairy lights appears along rails made of the 
same. As Sora jumps on board, Ray’s jaw drops and his eyebrows rise in surprise. 

‘WHAT?! We’re in a train!’ his voice hits some higher notes as he fires projectiles at the 
titan and the train chuffs along its rails of light. 

‘Oh, hold on!’ 

He pauses the game. Chat is quickly filling with ‘CHOO CHOO’s and ‘WOO WOO’s as viewers 
get in on the locomotive action. 

‘Gotta do it for the bit’, Ray makes momentary eye contact with the camera as he pulls out 
a wooden train whistle. As he puts it to his mouth, ready to blow, he looks briefly at it before 
turning it around, ‘wrong side of the whistle. I’m excited.’ 

‘We good?’ he says with a nod, left hand holding the whistle to his mouth, right hand on the 
controller. 

He unpauses the game. Sora continues to fire projectiles at the titan from the train, the 
screen filled with bright lights and firework-esque explosions, and Ray blows into the whistle. Chat 
fills with Ray’s brownTRAIN emote - a small image of the driver’s car of a brown steam train. He 
blows the whistle three times, each for four or five seconds. The fourth blow is cut short as he puts 
the whistle down with a curt ‘That’s the end of that.’ 

It’s not quite the end, however, as the brownTRAINs continue to chug their way through 
chat. 

*    *    * 

 



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Figure 1. A typical layout of Ray’s stream. He blows his train whistle while chat uses the 
brownTRAIN emote (2019). 

Ray2 streams a variety of games, and his streaming persona has naturally emerged from 
his time with Achievement Hunter3. While working there, he produced gameplay videos for 
distribution on YouTube. Marijuana memes have followed Ray, stemming from his insistence 
that he would never smoke weed. Five years on from his start as a full-time Twitch streamer, 
these memes still circulate on his channel. He engages with relevant memes through Twitch 
alerts – streamer-specific audiovisual clips that play over the stream video to signify events like 
subscriptions and donations – which allow spectators to enact their agency by directly 
influencing the timing of these memes. 

PaladinAmber 
Eight months later, PaladinAmber (Amber) - streaming from Adelaide, Australia - has titled her 
stream “lessons on ‘how not to be an idiot on the internet’ starting now”. Her stream screen 
consists of pinks, purples, and soft blues with the appearance of a Windows 98 set up. Her facecam 
sits inside a Paint window, with the game in a small Notepad window in the upper right-hand 
corner, and her chat in a slightly larger Notepad window stretched across the lower and mid right-
hand side of the screen. Her pink headset with attached cat ears and pink-purple neons lining the 
floor behind her reinforce the colour scheme. Her camera has been angled to include a large grey 
Totoro plush (from the 1988 film My Neighbor Totoro). Her microphone reaches in from the right, 
sitting in frame. 

‘If you need rules on the Internet,’ Amber speaks over an audio clip of the Curb Your 
Enthusiasm end credits, ‘Chances are you probably shouldn’t be on the Internet at all. Number one 
to number ten is “don’t be a fucking idiot”.’ 

The stream cuts to black on the word ‘fucking’. The Curb Your Enthusiasm credits roll for 
nearly fifteen seconds. 

‘Holy shit...I’m in a mood. I’m in a mood today.’ 

In chat, someone expresses the belief that anyone should be able to say anything without 
restriction, Amber immediately responds ‘Nope. I think that there are fucking restrictions. I think 



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that you should most definitely, absolutely have restrictions,’ she begins using her fingers to count 
the following as entries on a list. 

‘If it’s harmful, if it’s hateful, and if it’s not helpful, don’t fucking say it. Absolutely don’t say 
it. Absolutely don’t say it.’ As this comes to an end, she triggers another audiovisual clip meant to 
emulate the ‘Confused Math Lady’ meme. Though typically an image-based meme used to connote 
confusion (sometimes ironically), Amber has added the sound cue of a dial-up tone while 
mathematical text and images float in front of her face. 

As the conversation moves on a few chat members support her comments. They say that it’s 
her stream and she can restrict whatever she wants. But they’ve missed the point. 

‘It goes beyond the stream. We’ve gotta stop doing this to people who are in public eyes. 
“He was comparing your hair”,’ she reads a comment, ‘Yeah but this is the thing though, out of 
everyone he chose, he chose [to compare me to] Weird Al Yankovic, who is not the necessarily the 
most attractive looking male I’ve ever seen in my life, and he didn’t say “hey, your hair is giving me 
Weird Al Yankovic vibes”, he was most certainly talking about my whole physical appearance, and 
if you think I’m wrong...’ 

The Math Lady meme has been playing for the second half of this. As it continues, she pulls 
her microphone close to her mouth. 

‘I have some fuckin’ news for you: you’re absolutely wrong. You’re absolutely wrong. Do 
you want to know how I know this? I’m a woman, and I have suffered through years and years of 
males telling me things and thinking that it’s appropriate, and it most certainly is fucking not. 
Alright.’ 

‘Just don’t do it. Stop comparing people to people, it’s weird,’ after reading a few comments. 

A new beat, and Amber is dancing in her chair and speaking quite quickly. The stream feels 
upbeat, but Amber doesn’t call upon any memes to make her point. 

‘I, honestly, at this point, I just...I love creating content, but here’s the thing,’ she moves the 
backs of her hands together and takes a deep breath, interrupts herself reading some comments, 
and finally says ‘I’m a very strong individual, and I’m like - my tolerance level - my tolerance level is 
like -’ 

She brings her index finger and thumb together, signifying her dwindling tolerance. 

‘Ever so thin at the moment with social medias.’ 

*    *    * 

Amber4 became a Twitch partner following a series of viral Tweets in 2019. These 
Tweets consisted of short stream clips, within which she would confront misogynistic messages 
from viewers, including questions like ‘Are you straight? Bi? Single?’ or fetishistic requests to 
show her feet for donations. The popularity of these clips stemmed from her use of memes and 
generally humorous approach towards calling out the behaviour. Her relationship with memes 
extends to producing merchandise proclaiming herself as ‘a meme queen’, and this appears 
primarily through carefully selected audiovisual clips that Amber manually triggers in response 
to stream events, including in-game occurrence and messages from viewers. 

 



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Figure 2. A typical layout of a ‘Just Chatting’ segment of Amber’s stream (2019). 

Through these two case studies, it becomes clear how deeply intertwined streaming 
personas and memetic media can be. The case studies reveal how shared stream culture and 
associated social practices facilitated by memes contribute towards the sociality that 
encourages continued stream participation. From this active participation emerges the 
collective persona, giving streaming personas themselves a memetic quality. Subsequently, 
questions of agency within streams arise. Streaming personas are negotiations of streamer and 
spectator agencies, although the balance between the two is not fixed. While the streamer 
appears to maintain control, their memetic offers must be accepted by other members of the 
collective in order to maintain their audience. 

This paper is structured around a discussion of this fluid collective agency, beginning by 
separately examining moments when spectator agency is prioritised and then when streamer 
agency is prioritised. The final two sections emphasise the truly collective nature of streams by 
focusing on instances when agency is more balanced, by explicitly considering the significance 
of video games and temporality to memetic practices. 

MEMESIS 

In the previous section, I described moments from Ray’s and Amber’s streams that may seem 
unrelated at first. However, these moments resonated with each streamer’s audience for a 
reason deeper than a call to memes. Memes simultaneously become signals of the streamer’s 
digital literacy and the values associated with the streaming persona. These memetic moments 
are simultaneously serendipitous and planned-for, unique and repeated. This ambivalence 
motivates my definition of the term memesis, a term designed to capture the unique aspects of 
identity formation and sociality performances arising from the use of memes.  

Memes are loaded with meaning and values, and when called upon, these blend with the 
context under which the meme appears to create new meanings. In livestreams this process – 
memesis – is rendered visible, as the liveness and interactive nature of Twitch streams deny the 
time required to create new memetic media. Further, the text-based chat (where links are often 



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prohibited) discourages common meme formats. Thus, memes propagate differently within 
livestreams to other settings. Any prepared content, like alerts or emotes, must be versatile 
enough to maintain relevance in a variety of scenarios. By focusing on the subsequently visible 
process of selecting and employing particular memes, I use memesis to decentre the meme as a 
product. This also serves to highlight memes’ social functions as virtual signals of social capital, 
and contributors towards collective identity and values. 

A portmanteau of ‘meme’ and ‘mimesis’, memesis is the act of creating something 
memetic. The conceptual and linguistic relationship here begins with the birth of the word 
“meme”, which Dawkins derived from “mimeme” (2006, p. 192). In the context of Internet 
memes, Shifman emphasises memes as mimetic through the memetic practice of remixing 
(2014, p. 22). Memes are “concrete speech acts” (Nissenbaum and Shifman 2017, p.498), and 
therefore their creation is a performative act. As such, I coin memesis here to name the 
performativity engaged by drawing upon existing memes in order to create new memetic 
media, either through new manifestations of existing memes or entirely new memes.  

 

Figure 3. A collection of Ray’s Twitch emotes.5 

Through the remainder of this paper, I demonstrate how memesis operates through 
Ray’s and Amber’s streaming practices. These streamers have been chosen as illustrative 
examples of practices that occur across the platform, and this paper acts as an introduction to a 



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wider conceptual project. In this section, I examine memesis as it defines Ray’s and Amber’s 
streaming personas and the associated collective identities, as well as how memes function as 
generators of social capital within their collectives. In both cases, I refer to memesis within 
livestreams as a two-step process – preparation and execution – and compare how it shifts in 
nature based on whether either streamer or spectator agency is prioritised. The execution can 
be enacted by either the streamer or spectators, and while most streams – including Ray’s and 
Amber’s – see a combination of both, the discussion that follows highlights the contrasting 
dynamics underpinning memesis in this second stage. 

Ray and Memesis Performed by Spectators 
One of the core tenets of the production of memetic media is the potential for many people to 
engage with and produce their iterations of a meme. Memesis that spectators perform 
prioritises spectator agency over streamer agency. This type of memesis is prominent in Ray’s 
streams and is most clear when he makes a memetic offer in response to a stream or game 
occurrence, which is taken up by chat members. In terms of the two steps of memesis, 
preparation is performed by the streamer, but execution is in the hands of the collective 
audience. This social acceptance is an essential component of memetic diffusion (Spitzberg 
2014), and feeds into memes as social capital. 

In the occurrence described earlier in this paper, Ray responds to the in-game 
appearance of a train by pulling out and blowing on a wooden train whistle (Figure 3). While he 
uses this whistle when trains appear in games, its primary use is when the sub train5 becomes 
large. Not only is the sub train a memetic stream feature, being incorporated into many popular 
streams, but trains are also associated with the ‘hype train’ meme – a phrase for collective 
anticipation and excitement. So, when Ray blows on this whistle, he makes a memetic offer, 
which is accepted by the collective when they respond with brownTRAINs (Figure 3) in chat. 
This chat reaction becomes an indication of collective hype. 

Given that subscriptions require payment (of at least US$5) and brownTRAIN is an 
emote accessible only to Ray’s subscribers, the hype is simultaneously a celebration of collective 
growth and Ray’s economic success on the platform, as well as the contribution of his viewers to 
that success. The sub train becomes a cooperative effort where viewers time their subscriptions 
to keep the train going for as long as possible. Consequently, a strengthened sense of community 
is facilitated by the streaming persona and expressed through that persona using the 
brownTRAIN emote. The emote becomes a signal of collective membership and a memetic 
expression of the streaming persona. The ever-present timer on Ray’s stream capitalises 
Twitch’s liveness, which is already tied closely to the economics of the platform (Johnson and 
Woodcock 2019; Partin 2019). 

Going a step further, in 2020 Twitch introduced a feature called the Hype Train - 
undoubtedly named memetically. Upon receipt of a variable number of bits6 and subscriptions 
within a particular timeframe, the Hype Train begins. Viewers ‘build hype’ by donating and 
subscribing while a timer ticks down. Despite demonstrating disdain for Hype Trains (referring 
to them as ‘scam trains’), Ray has crafted a specific overlay for Hype Trains. This overlay 
includes Vengaboys’ “We like to Party!” on loop and a cartoon graphic of Ray and his wife riding 
a train across the screen. Memesis here again links the economics of the platform to 
performances of persona as members of the collective collaborate to trigger and maximise the 
Hype Train. The choices that Ray makes in how he performs the Hype Train are important, 
considering ‘scam train’ discourse. To fully engage in a practice transparently designed to 
control users’ spending patterns without acknowledging his own complicity would be in poor 
taste. However, the exaggerated over-commitment reads as a memetic parody, which generates 



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social capital. Hype Trains explicitly raise questions around financially gatekeeping 
participation and elicit a sense of how users perform in exchange for capital, and how memes 
relate to social and economic capital.  

Another meme-theme that has become part of Ray’s streaming persona, and that will be 
revisited in more detail, involves weed. One of Ray’s emotes, brownBLAZE (Figure 3), depicts 
Ray pretending to smoke a joint - the pretence being central to Ray’s engagement with weed 
memes, which originated from the claim that it was something he would never do. Memes are 
dually concrete speech acts and vernacular (Nissenbaum and Shifman 2017) and emotes echo 
this social function. Gestural emotes like brownBLAZE are virtual speech acts, allowing 
subscribers to participate by virtually performing the gesture in response to other weed memes 
appearing within Ray’s stream. 

When streamers bring memes into the live(streamed) setting of Twitch, and they are 
taken up by the collective viewership, the memes become part of the streaming persona 
expressible by both the streamer and the viewers. The streaming persona operates as a 
negotiation between streamer and spectator agencies. This is, in part, inherited from that same 
negotiation that occurs through memesis. Thus, the streaming persona becomes a product of 
collective agency. In fact, Scully-Blaker et al. (2017) observe this tendency when they identify 
Twitch as a site of “tandem play” (p. 2026) between the streamer and spectators. By merely 
being, the audience contributes to the stream, and as spectators become more active, this 
impact becomes greater. Through memesis, the streamer and the collective work in tandem to 
produce a memetic streaming persona, as is the case with Ray and his use of trains and weed. 

Amber and Memesis Led by the Streamer 
Amber exemplified streamer-led memesis by focusing heavily upon a range of memetic 
overlays. Many of these overlays are mobilised to promote desirable values among the stream 
collective by addressing and correcting undesirable behaviour. In this way, Amber’s memesis 
operates as an instructive tool for moderation that ultimately leads to a self-moderating 
collective. She employs new memes and existing memes, some of which occur uniquely in 
response to messages from members of chat, while others are employed in response to game 
occurrences or things that she says herself. Memes punctuate Amber’s stream, producing a 
persona that resists hegemonic masculinity and misogyny on the platform (and within game 
culture more generally), whilst also performing femininity in ways that operate both within and 
against stereotypical models of gender performance. 

The moment presented in this paper’s methodology is one of many instances of Amber’s 
integration of memesis into her streaming practice. Amber has used memes to respond to 
viewers questioning her sexuality and relationship status and to men warning her that she 
ought to start a family before her eggs ‘dry up’. These moments share memesis as moderation 
and collective value setting. The general strategy of education as moderation is effective (Cai 
and Wohn 2019), with reactive bans being short-term deterrents (Seering et al. 2017). Through 
an education-first approach, Amber allows offenders to amend their behaviour before she 
removes them, in the process creating entertaining content out of breaches and building social 
capital among viewers through a willingness to give second chances. 

There is an ambivalence surrounding the boundary work that Amber’s overlays 
perform. Namely, the undesirable behaviour must continue to provide stimulus for the memetic 
performances that discourage it. In other words, the boundary work itself is visible only because 
the undesirable behaviour that it explicitly rejects persists. On the other hand, since Amber 
maintains control over the preparation and the execution steps of memesis, her agency is 



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prioritised, and she can opt to attend to whichever comments she chooses. Looking again at the 
introductory example, chat comments both supported Amber and contradicted her. This marks 
an important separation between Ray and Amber, as in Amber’s stream the values of the 
collective (and streaming persona) are being demarcated both through the roles of ‘insider’ and 
‘outsider’ within the collective. 

In the introductory example, Amber uses two of her memetic overlays. The first involves 
about ten seconds of the Curb Your Enthusiasm theme song, after which the screen cuts from her 
facecam to the credits of the show. This meme trades on the show’s awkward tone to emphasise 
similarly awkward or cringe-worthy moments. She uses this overlay to address cringe-worthy 
comments from viewers, as well as particularly bad failures in games. The second is a 
manifestation of the Confused Math Lady Meme (usually a reaction meme of a woman 
surrounded by mathematical text used to convey confusion) and Amber has created a live 
version of this meme with mathematical text moving over a close-up (Figure 4). These 
manifestations are strongly rooted in the referent meme, clearly communicating Amber’s 
intended tone when memesis is performed. 

What is particularly striking about Amber’s use of these memes is how they have 
become part of her stream vernacular. She integrates them seamlessly into the stream, and they 
become part of her persona. However, she is also selective about their use. They punctuate the 
stream, providing a rhythm for viewers to follow. When she finds a point that she wants to hit 
home, Amber speaks without drawing upon these memes. Removing the intertextuality of 
memes, as well as their function as punctuation that increases the pace of the stream, creates 
the impression of more direct and meaningful streamer-spectator communication. This happens 
at the end of my example introducing Amber, where the lack of memesis implies greater 
authenticity.  Not only does the use of memes inform the streamer-collective relationship, but 
the lack thereof also bears significance. In her work on race and digital gaming spaces, Kishonna 
L. Gray has identified that the mere presence of people of colour in these spaces is read as an act 
of deviance in the face of their hegemonic whiteness (Gray 2014, 2017). This deviant status can 
be extended to anyone falling outside of the default (white and male) user category in online 
gaming spaces (Chess 2017; Taylor 2018). In this case, Amber’s status as a woman immediately 
categorises her as deviant, and she is doubly so when she explicitly mobilises memes to reject 
the platform’s hegemonic masculinity. 

This use of memes as stream vernacular is also significant as it relates to the distribution 
of social capital within the livestreaming format more broadly. Although the preparation stage 
of memesis occurs asynchronously, the execution must be synchronous. This separates the 
mode from others such as YouTube videos, or posts on platforms like Twitter and Instagram. 
There is an improvisational quality to memesis within livestreams, and so a streamer must be 
sensitive towards what resonates with their audience and what does not. While most viewers 
are unlikely to notice an occasional memetic misfire – accidentally triggering the wrong 
audiovisual overlay can receive a positive response – a pattern can damage the social capital 
that successful memesis has accrued. 

Another example of Amber’s memesis demonstrating her deviance is her use of 
‘simping’. Simping, one of many examples of misogyny on the Internet, is a pejorative term 
describing a man (simp) going out of his way to accommodate the (emotional) needs of women 
purely for the sake of sex or a relationship. Amber has co-opted the term, maintaining the core 
meaning but altering the connotations. She uses the term positively as a way of sharing platonic 
love and admiration. This represents her work as a streamer, albeit on a smaller scale: she 
identifies problematic terms and gestures, and attempts to reframe them more positively. Here, 



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80 

this means changing the diminutive interpretation of simping to an uplifting one. As of 
December 2020, Twitch has banned the word “simp”, however Amber’s subversive approach 
still bears significance to the culture of the platform. By prioritising her agency in the execution 
of memesis like this, Amber can explicitly perform her persona and produce an associated 
collective that rejects the dominant (cis-hetero white male) values of the platform.  

 

Figure 4. An example of the Confused Lady (top) and a screenshot of Amber’s variation 
(bottom). 

MEMESIS AND VIDEO GAMES 

With the strong focus on video game livestreaming on Twitch, videogame play is deeply 
embedded in the persona of the streamer and the associated collective identity. During play, 
memesis occurs both when memes are integrated into game play and when they emerge from 
game content, both reflecting and contributing towards the streaming persona. As the game 
provides stimulus external to all users, memesis here allows both streamer and spectators to 
enact their agency at different times. 

W33DGOD (pronounced weedgod) is a recurring avatar of Ray’s that demonstrates how 
the integration of weed memes into his persona has sprouted new memes. In January 2016, Ray 
played Pokémon Red Version (1996) on stream. As part of this game, the player collects a team of 
Pokémon to accompany them along their journey. When Ray caught the plant Pokémon 
Vileplume, he nicknamed it ‘WEEDGOD!!!’ as recommended by a member of the chat. Two 
months later, when creating his customisable character in Stardew Valley, Ray named him 
‘W33DGOD!!!’ and ended up with a template for W33DGOD: a green afro, sunglasses, a tuxedo 
top, and red pants. These elements culminate in a unique memetic expression of Ray’s persona. 
The visual dissonance signifies Ray’s sense of humour, and the green hair and name allude to 



Persona Studies 2020, vol. 6, no. 2  
 

81 

weed memes. The tuxedo is a throwback to an avatar he used in Minecraft videos with 
Achievement Hunter, and the red pants are based on a pair that he physically owns (as he states 
when first creating the character). This meme is a communication tool intrinsically bound to 
Ray and as it spreads, so does his persona. This character has since appeared in many different 
games Ray has played (Figure 5) and has spread beyond Twitch. Ray’s fans have produced 
W33DGOD fanart, an example of memetic diffusion (Figure 6). Through this fanart, Ray’s 
followers signal their identification with Ray’s streaming persona and collective. 

 

Figure 5. Appearances of W33DGOD in Pokémon Red Version (2016), Stardew Valley (2016), 
Dream Daddy (2017), and South Park: The Stick of Truth (2016). 

Figure 6. Fanmade appearances of W33DGOD on DeviantArt8 and Twitter9 



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82 

While Ray has created a new meme, Amber has integrated existing memes from her 
stream into her playthrough of Animal Crossing: New Horizons (2020). In this game, the player is 
tasked with inhabiting a deserted island, eventually developing it into a bustling 
neighbourhood. It is highly customisable, and Amber has regularly enacted memesis through 
the choices that she made. She named her island ‘simptopia’, a haven for simps under her 
alternative connotations of the term. Further, when tasked with creating an island tune - an 
eight-beat sound clip that plays when speaking to villagers - she recreated the Curb Your 
Enthusiasm theme by ear (Figure 7). By incorporating these elements of her streaming persona 
into her play, the gameplay becomes a more collective experience, even if just one person is 
playing. 

Simping made another appearance in Amber’s stream when she played Among Us 
(2018) with viewers. The game’s premise is straightforward: players are crewmates on a 
(space)ship and must move around the ship performing simple tasks to keep it running. A 
designated number of players are randomly chosen to be imposters who kill crewmates. Once a 
body is found, the players have a conversation to deduce who is an imposter. A vote then takes 
place, and if one person is voted for by the majority, they are ejected into the vacuum of space. 
During one round, a viewer followed Amber around the ship. This spooked her, so she called an 
emergency meeting and had the rest of the crew vote this person off the ship. It turned out that 
this player was not an imposter, and so Amber apologised profusely to them, saying that they 
were ‘just simping’. Memesis is naturally incorporated into Amber’s streaming persona and it 
strengthens the streamer-spectator bond. However, this instance unveils a potential issue with 
this kind of memesis. If a viewer was not familiar with the recontextualisation of the term 
within this collective, the reading of this moment would shift substantially. Under this alternate 
reading, the joke’s subject goes from Amber’s misreading of the viewer’s play to this viewer’s 
‘simp’ status. This indicates that the collective identity is also defined by familiarity with the 
streaming persona, and fluency in the stream vernacular. 

 

Figure 7. Amber finalising her island theme in Animal Crossing: New Horizons (2020). 

 



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83 

MEMETIC HISTORIES 

As seen from the array of examples of memes used by Amber and Ray, memesis is highly 
influential in the creation and evolution of collective identity on Twitch. Some of the memes in 
this paper have been consistently present for a year or longer, others see fewer references, and 
others have disappeared entirely from the consciousness of the stream collective from which 
they emerged. This temporality echoes the general behaviour of Internet memes, varying 
drastically from the longevity associated with Dawkins’ original conception (2006). 

This leads to the concept of memetic history. The memetic history of a stream is the 
history of memesis within an individual stream collective’s memory. This became significant to 
me when I was present for a reference to a joke that appeared in a couple of streams months 
earlier. I understood the joke because not only had I been present for its initial telling in the 
stream, but also witnessed its retelling in subsequent streams. My membership to that stream 
collective felt solidified by that sense of shared history between myself and the other members 
who shared in the joke. The notion of memetic history adds an important temporal layer to 
memesis as a method of active participation and collective identity. It suggests that intensities of 
viewing and membership duration contribute to a connectedness within the collective. Twitch 
viewers that engage more frequently and over a longer period develop a richer sense of the 
values at the community’s core. Conversely, this complicates the nature of stream collectives, as 
it can often mean that any period of absence creates a disconnect between viewer and 
collective.  

Examining a streamer’s memetic history can give a sense of the trajectory of the 
streaming persona - identifying how it has evolved and how this evolution is a product of 
interactions between members of the collective. By looking beyond the memes that appear 
within streams to their longevity within the collective, the streaming persona’s characterisation 
emerges. For instance, Amber’s memetic history suggests a collective centred on her identity as 
a female streamer, as well as an overarching feminist agenda that supports women’s right to 
exist on the Internet without harassment or sexualisation. On the other hand, Ray’s memesis 
tends to emerge through game content. There is a level of serendipity to memesis through 
gameplay, which creates a higher turnover and echoes Ray’s content as a variety streamer. This 
contrasts with his more constant memes such as W33DGOD and his alerts. These produce a 
fixed core identity, anchoring an otherwise fluid streaming persona. 

Memetic histories also elicit a rhythm of change if this fluidity is traced over time. For 
example, following a viewing of Bee Movie (2007), Amber latched on to the memetic phrase “do 
you like jazz?”, used by the bee protagonist as a hypothetical ice breaker. She integrated this 
into stream titles and spoke the line during streams. This memesis became most apparent 
during an overhaul of her Twitch alerts in early 2020, replacing several alerts with audio clips 
from or related to the movie. The relationship between Amber’s stream collective and memesis 
is challenged here, as although she prepares the alerts, members of the collective are required 
to initiate them. However, this has significantly contributed to the collective identity of the 
stream through its multiplicity and the ability for all members to control its appearance. In 
August 2020, Amber changed these alerts for the third time that year, moving from Bee Movie 
(2007) to Finding Nemo (2003), and then to Monsters Inc (2001). When she launched the newest 
alerts, she emphasised that she was always looking for alerts that everyone could participate in 
– usually through a single-word message like ‘BEES’ – but would also continue to rotate them to 
keep things fresh. In this way, Amber has initiated a transition from memesis solely initiated by 
the streamer to a combination of both streamer- and spectator-initiated memesis tied to the 
same source material. It has also created a cycle that demarcates periods in the memetic history 



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84 

of the stream. Ultimately, memetic histories emphasise the experimental and ever-changing 
nature of the Internet. Content creators are caught in the paradox of keeping their work fresh 
whilst maintaining the core elements that have drawn their audience to them. Some 
experiments fail, social capital is lost, and the collective identity is destabilised. Others succeed, 
accruing social capital, and solidifying the collective identity. 

CONCLUSION 

In this paper, I have examined how memes are mobilised on the livestreaming platform Twitch 
to facilitate the construction and performance of a curated streaming persona and the 
associated collective identity. Through my concept of memesis and a close analysis of two case 
studies, I have developed a framework for this examination tied to negotiations of user agencies, 
the video game in question, and the notion of memetic history. My analysis draws out how 
livestream spectators connect through memetic media, a central facet of contemporary digital 
culture. I found that memes provide excellent avenues for decentring the streamer and thus 
allowing active participation from spectators. At the same time, memes can also operate as tools 
for moderation and expressions of collective values. 

Although a novel concept, memesis and the associated digital identity construction 
provide insights into livestreaming and Internet culture more broadly. I have demonstrated 
how livestreaming’s unique features render memesis visible, however memesis occurs 
whenever memes are created. As a cultural process, memesis can be mobilised to understand 
how values are purposefully spread through memes online. Further, it provides insights into 
how Internet users understand themselves in relation to others that they share virtual space 
with. Other forms of digital persona, such as micro-celebrity and influencer culture, can be 
understood through this lens. In the broader context of game studies, memesis can be carried 
over to asynchronous modes of game-centric sociality. Examinations of memes embedded into 
recorded gameplay videos (on for example YouTube), or shared through virtual community 
settings like Discord, would benefit from an analysis through memesis. While discussed here 
through Twitch, the trifold link between memes, collective identity, and digital persona is ever-
present, and this paper is one step towards better understanding this arrangement. 

END NOTES 

1. Other definitions do exist, for example https://digicult.it/internet/memesis-
community-and-self-definition-in-the-age-of-memes/#_ftn1, however these have 
not gained much traction. 

2. https://www.twitch.tv/raynarvaezjr 

3. https://www.youtube.com/user/AchievementHunter 

4. https://www.twitch.tv/paladinamber 

5. Current as of March 2019. Image from 
https://twitchemotes.com/channels/85875635 

6. The number of consecutive subscriptions within five minutes of each other. 

7. Twitch currency used for donating. 

8. https://www.deviantart.com/heart0fink/art/W33DGOD-657419352 

9. https://twitter.com/royallymad/status/1032441892707946497 



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ACKNOWLEDGEMENTS 

Enormous thanks to my supervisors, Bryoni Trezise and Brigid Costello, who have seen this 
work through several iterations, and to Mark R. Johnson for his guidance and feedback. Thanks 
also to editors Katja Lee and Chris Moore for their consideration and flexibility during a 
challenge year, and to the anonymous reviewers for positive and thoughtful advice. 

This research was supported by an Australian Government Research Training Program 
Scholarship. 

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	Nathan J. Jackson University of New South Wales
	Abstract
	Key Words
	Introduction
	Twitch, Persona, and Collective Identity
	Memes, Agency, and Identity
	Method
	RayNarvaerJr
	PaladinAmber

	Memesis
	Ray and Memesis Performed by Spectators
	Amber and Memesis Led by the Streamer

	Memesis and Video Games
	Memetic Histories
	Conclusion
	End Notes
	Acknowledgements
	Works Cited