Hubbry Logo
EmoteEmoteMain
Open search
Emote
Community hub
Emote
logo
7 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Emote
Emote
from Wikipedia

An emote is an entry in a text-based chat client that indicates an action taking place.[1] Unlike emoticons, they are not text art, and instead describe the action using words or images (similar to emoji).

Overview

[edit]

In most IRC chat clients, entering the command "/me" will print the user's name followed by whatever text follows. For example, if a user named Joe typed "/me jumps with joy", the client will print this as "Joe jumps with joy" in the chat window.

<Joe> Allow me to demonstrate...
 * Joe jumps with joy again.

In online chatrooms that do not support the "/me" command, it is conventional to read text surrounded by asterisks as if it were emoted. For example, reading "Joe: *jumps with joy*" in a chat log would suggest that the user had intended the words to be performed rather than spoken.[2]

In MMORPGs with visible avatars, such as EverQuest, Asheron's Call, Second Life and World of Warcraft, certain commands entered through the chat interface will print a predefined /me emote to the chat window and cause the character to animate, and in some cases produce sound effects. For example, entering "/confused" into World of Warcraft's chat interface will play an animation on the user's avatar and print "You are hopelessly confused." in the chat window.[3]

Emotes are used primarily online in video games and, more recently, on smartphones. Image-based emotes are frequently used in the chat feature of the streaming service Twitch.[4] Twitch also allows users to upload animated emotes encoded with the GIF format.[5]

See also

[edit]

References

[edit]

Sources

[edit]


Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
An emote is to express or display emotion, particularly in a theatrical or exaggerated manner, a usage dating back to the early as a from "". In digital contexts, an emote refers to a , , or textual description used in video games and systems to convey emotions, actions, or social interactions without spoken or written words. In multiplayer environments, emotes facilitate non-verbal communication, allowing players to convey greetings, celebrations, or reactions through character movements like waving, dancing, or cheering. Originating in text-based games and multi-user dungeons during the early days of online gaming, emotes began as simple descriptive commands, often formatted with an or slash notation, such as smiles or /wave, to narrate a character's behavior. Over time, this evolved into visual representations in graphical games, where emotes became cosmetic features that enhance without affecting core mechanics. Platforms like Twitch have further popularized emotes as custom images or badges that viewers and streamers use to add emotional flair to chat messages. Emotes play a key role in building community and expressing identity in digital spaces, though they can sometimes contribute to if used mockingly, as observed in competitive gaming chats. Distinct from emoticons (text-based symbols like :) ) or emojis (standardized pictographs), emotes emphasize interactive, context-specific expressions tailored to gaming or streaming cultures.

Etymology and General Definition

Origins of the Term

The term "emote" derives from the Latin emovere, meaning "to move out" or "to stir s," entering English as a from "" in the early through theater . Its first documented use dates to 1900 in , appearing in the writing of B. Mynderse to describe dramatic in performance contexts. The word evolved in early 20th-century acting manuals, where "emoting" denoted the physical conveyance of inner feelings to achieve authentic character portrayal, as opposed to mere superficial display of emotion. In 1920s performances, "emote" served as a for performers' use of bold dramatic gestures to project emotions across large audiences, emphasizing broad physicality in acts that blended and for maximum impact.

Core Meanings as Verb and Noun

As a , "emote" means to express or portray , particularly in a dramatic or theatrical manner, often through facial expressions, gestures, voice modulation, or bodily movements. This usage emphasizes overt and intentional display, as seen in where performers emote sorrow during a to convey deep internal turmoil. The term originated as a from "" in the early 20th century, initially in , and is commonly applied to heightened emotional performances rather than subtle everyday expressions. As a noun, "emote" denotes a specific , action, or expression that communicates , especially within the realm of performance arts such as theater or . For instance, an actor's emote of —perhaps a broad combined with open arms—can captivate an by visually embodying exuberance. This sense derives directly from the verb form and remains somewhat informal outside artistic contexts, focusing on the tangible manifestation of feeling rather than the emotion itself. In contemporary usage, particularly since the late , "emote" has been adopted in digital contexts such as online gaming and chat systems to refer to predefined actions or animations expressing , distinct from its original theatrical meaning.

Historical Development

Pre-Digital Expressions in Theater and Literature

In the realm of pre-digital theater, the term "emote" emerged in the early as a from "," specifically denoting the theatrical expression of feelings through , voice, and physicality. This usage gained prominence with the development of in the 1930s and 1940s, pioneered by at the Group Theatre in New York. Strasberg emphasized sensory recall—a technique where actors draw upon personal memories to evoke authentic emotional responses—allowing performers to emote with genuine intensity rather than superficial exaggeration. This approach contrasted with earlier, more stylized acting traditions, enabling actors to internalize and externalize organically during live performances. Literary depictions of emoting predate the term's widespread adoption but align with its core concept through vivid portrayals of emotional expression in 19th-century novels. , a master of Victorian sentimentality, frequently illustrated characters' reactions via exaggerated sentiments characteristic of , where figures like those in or convey through heightened gestures and verbal outbursts to evoke reader empathy. Dickens's style, influenced by the era's theatrical conventions, treated emotion as a dramatic force, often amplifying internal states into visible or audible displays to critique social ills, as seen in the tearful pleas and fervent declarations of his protagonists. Such literary emoting served not merely as narrative device but as a means to immerse audiences in moral and emotional dilemmas, later acting methodologies. Silent cinema of the and further exemplified pre-digital emoting, relying entirely on visual and physical cues due to the absence of synchronized sound. Pioneers like mastered this form, using exaggerated yet nuanced —such as his iconic waddle, facial contortions, and prop interactions in films like The Kid (1921)—to convey complex emotions like , despair, or mischief without . Chaplin's technique, rooted in music hall traditions, demanded precise physical emoting to bridge the gap between performer and viewer, making silent films a pinnacle of non-verbal emotional communication. By the 1940s, Broadway critiques increasingly targeted over-emoting as a detriment to emerging naturalistic , marking a shift toward subtler emotional authenticity. Influenced by Method principles, productions like those directed by emphasized restrained emoting to mirror real-life complexities, as opposed to the bombastic styles of prior decades. Critics, including those reviewing plays at the Actors Studio (founded 1947), lambasted excessive theatricality—such as overwrought gestures in revivals of older works—for undermining psychological depth, advocating instead for emoting grounded in personal truth to advance American theater's realism. This evolution laid subtle groundwork for later digital adaptations in gaming, where physical and emotional expression informs virtual character portrayal.

Emergence in Digital Communication

The emergence of emotes in digital communication marked a pivotal shift, transforming the form into a structured digital noun for expressing actions and emotions in text-based environments. Early instances appeared in Multi-User Dungeons (MUDs), text-based virtual worlds originating in 1978 with the creation of by and Roy Trubshaw at the . In these systems, players employed simple commands to broadcast character actions to others in the same virtual space, such as "LAUGH" to indicate amusement or "WAVE" to greet, providing the first programmatic means of non-verbal expression in online interactions. This innovation drew inspiration from pre-digital theatrical traditions of and , adapting them to networked computing. As MUDs proliferated through the 1980s and into the digitized era of the 1990s, emotes evolved into essential tools for immersive , where users described actions in third-person narrative, like "Your character smiles warmly," enhancing social dynamics in shared virtual realms. A significant advancement occurred with the advent of Internet Relay Chat (IRC) in 1988, developed by at the in to enable real-time group discussions on the OuluBox BBS. While the core IRC protocol focused on basic messaging, the subsequent ircII client, released in 1989 by Michael Sandrof, introduced the (CTCP) in 1990, incorporating the ACTION subprotocol. This enabled the /me command, which transmits third-person action descriptions prefixed with an asterisk, such as User waves, displaying them distinctly from standard chat to simulate performative gestures across channels. The /me syntax quickly became a hallmark of IRC culture, facilitating expressive, role-play-like interactions in a protocol designed for scalability and global connectivity. By the , emote practices extended beyond dedicated gaming and chat protocols to broader online forums and discussion systems like , where users improvised non-command-based notations to convey actions without server support. A common convention involved enclosing descriptions in asterisks, such as laughs, which originated in early internet chat rooms and gained traction around 1994 in platforms like instant chats, allowing informal emulation of physical cues in asynchronous threaded discussions. This asterisk-delimited format democratized emotes, making them accessible in environments lacking built-in commands and influencing the evolution of expressive writing in early web-based communities. A landmark in mainstream adoption came with —one of the earliest standalone clients, launched in 1996 by Mirabilis—which supported action messages akin to /me for personal and group chats. This feature allowed users worldwide to send third-person actions, like sends a virtual hug, fostering more vivid interpersonal exchanges and accelerating emotes' role in everyday digital socialising.

Types and Formats

Text-Based and Command-Driven Emotes

Text-based emotes represent a foundational format in digital communication, relying on syntax to convey user actions or intentions without graphical elements. These emotes typically employ asterisk-enclosed phrases, such as waves hello, to denote non-verbal behaviors, or slash commands like /me or /action, which are processed by chat software to generate narrative outputs. In early systems, this syntax allowed users to describe actions in third-person style, distinguishing them from direct speech and enhancing expressiveness in text-only environments. Command-driven emotes, a subset of this format, utilize specific client-side instructions to automate formatting. For instance, in Internet Relay Chat (IRC), the /me command triggers a (CTCP) ACTION message, which displays the user's followed by the action text in italics or asterisks, such as Alice dances. This mechanism originated in the early 1990s as an extension to the core IRC protocol, enabling structured data exchange between clients for actions and metadata. Modern platforms have adopted similar syntax; Discord's /me command, available since at least 2018, italicizes the action for visual distinction from regular messages. Similarly, Slack's status emotes pair predefined text phrases with , introduced in a 2017 update to indicate availability like "In a meeting" with a clock icon, though limited to workspace-customized suggestions rather than free-form input. These systems often restrict users to predefined actions to maintain consistency. Despite their simplicity, text-based and command-driven emotes face limitations due to interpretive , as the absence of visuals can lead to misreadings of intent in fast-paced chats. This issue prompted the development of netiquette guidelines in the and , which emphasized clear phrasing and context to avoid misunderstandings, such as advising against overly vague actions that might disrupt group discussions. Early adopters drew from IRC conventions, where such emotes evolved to mimic stage directions in text-based .

Visual and Animated Emotes

Visual and animated emotes represent an evolution from text-based expressions, incorporating graphical elements to enhance emotional conveyance in digital interactions. These emotes typically manifest as static images or animated sequences that users trigger via commands or keywords, allowing for richer visual feedback in platforms like streaming services and virtual environments. Unlike purely textual outputs, they leverage to capture nuanced reactions, such as surprise or , through iconic designs that have become cultural staples in online communities. Twitch introduced native support for animated emotes in June 2021, allowing partners and affiliates to upload files (max 1MB, auto-resized from 112x112 to 4096x4096 pixels) for use in chats. Static visual emotes often consist of simple icons or illustrations in formats like , designed for quick loading and broad compatibility. A prominent example is Twitch's subscriber emotes, where channel-specific badges like —depicting streamer Ryan "Gootecks" Gutierrez's excited face—were first introduced in 2012 to reward paid subscribers with exclusive chat visuals; however, since January 2021, Twitch has rotated the emote's image daily with different faces, a practice that continues as of November 2025. These emotes adhere to strict technical specifications on Twitch, including resolutions ranging from 28x28 to 112x112 pixels and a maximum of 1MB, ensuring seamless integration into live chat streams without performance disruptions. Animated variants extend this concept by adding motion, commonly using files to create looping sequences that amplify expressiveness. BetterTTV (BTTV), a popular for Twitch and other platforms, popularized global animated emotes starting in 2014, with examples like animated variants of becoming widely used due to their accessibility across channels. These animations are typically short, under 3 seconds, and optimized for low bandwidth, maintaining Twitch's 1MB size cap while supporting up to 60 frames per second for smooth playback. Customization plays a key role in visual emotes, enabling users to upload personal creations subject to platform moderation for content appropriateness. In , launched in 2017, users can design and share avatar-based emotes as static or animated assets, fostering community-driven expression in virtual spaces; these must comply with guidelines prohibiting offensive material, reviewed by automated and human moderators to preserve a positive environment. This user-generated approach has expanded emote diversity, though it requires adherence to file standards like for static and for animations to ensure cross-device rendering.

Applications in Modern Contexts

Online Gaming and Virtual Worlds

In massively multiplayer online role-playing games (MMORPGs), emotes serve as interactive commands that combine text-based descriptions in chat with corresponding avatar animations, enabling players to express actions and emotions in real-time. , launched in 2004, exemplifies this integration, where commands such as /wave trigger both a visible hand-waving pose for the player's character and a synchronized message in the chat window, fostering immediate visual and textual communication among players. By 2025, the game's expansions have expanded this system to include over 200 standard emote commands, with ongoing additions like the /lean emote introduced in Patch 11.2, enhancing social expressiveness during group activities. In virtual worlds, emotes extend beyond predefined commands to allow for highly customizable gestures that players can create and share. , which launched in 2003, treats emotes as inventory items known as gestures, capable of triggering avatar animations, sound effects, and chat text simultaneously to simulate complex interactions. Users can further personalize these through the Linden Scripting Language (LSL), a that enables scripted animations and automated responses, such as coordinating group dances or environmental reactions in user-built environments. The evolution of emotes in online gaming traces back to early MMORPGs like EverQuest, released in 1999, which introduced basic text-based /emote commands for descriptive actions, such as /dance to convey movement without advanced visuals. This foundation progressed to more commercialized models in battle royale games, where Fortnite, launched in 2017, monetized emotes as cosmetic items purchasable with in-game currency, allowing players to acquire animated dances and poses for personalization. These emotes contributed significantly to Fortnite's revenue, forming part of the cosmetics category that accounted for approximately 9.5% of in-game purchases and helping drive the game's total earnings to $5.1 billion in 2020. Emotes play a key social role in facilitating non-combat interactions, such as building during raids, where they help maintain cohesion by visually signaling encouragement or coordination without disrupting verbal strategy.

Social Media and Live Streaming

Emotes have become integral to live streaming platforms, particularly Twitch, where they originated as a core feature upon the site's launch in June 2011 to enhance chat interactions and express viewer reactions in real time. Streamers and subscribers use custom and global emotes, such as LUL to denote laughter, to foster during broadcasts. By 2025, Twitch introduced AI-generated global emotes, including a holiday-themed one that sparked discussions on in , while maintaining moderation guidelines for custom sets to ensure compliance with platform policies. In high-energy chats on live streaming platforms such as Twitch, Kick, and YouTube, certain Unicode emojis are commonly employed alongside emotes to convey hype moments and intense reactions. For instance, the 😂 emoji indicates intense laughter, the 💀 emoji signifies "I'm dead" from extreme amusement or hype, and the 😭 emoji is used for exaggerated emotional reactions, such as crying from laughter. These usages align with broader emote trends and streamer interaction patterns, enhancing viewer engagement in dynamic broadcast environments. On platforms, emotes blend with text-based reactions to amplify user interactions. X (formerly ) expanded its direct message features in 2023 to allow users to react with a wide array of emojis, enabling more nuanced emotional responses beyond the standard heart icon. Similarly, rolled out its awards system in 2019, featuring icon-based emotes that users purchase to recognize quality posts or comments, combining visual elements with monetary support for creators. In live interaction contexts, YouTube's Super Chat, launched in 2017, lets donors pay to highlight messages during , with the 2019 introduction of Super Stickers providing animated emote-like visuals that trigger on-screen responses from creators. These features draw from visual emote formats to create dynamic, viewer-driven moments in broadcasts. The adoption of emotes across these platforms significantly enhances viewer engagement; for instance, Twitch's LUL emote alone garnered 554 billion impressions in 2024, underscoring their role in driving interactive participation and community building in streams.

Comparison to Emoticons and Emoji

Emoticons are typographical symbols formed from punctuation, letters, and numbers to represent facial expressions or simple icons, such as :-) for a or :-( for a frown. They were invented on September 19, 1982, by computer scientist Scott Fahlman at , who proposed them in an online to distinguish humorous posts from serious ones. Unlike emotes, which involve action-oriented narratives like waves in text-based chats or triggered animations such as dances in multiplayer games, emoticons primarily convey static emotional states or sentiments without implying movement or behavior. Emoji emerged as graphical pictograms in in 1999, when designer created a set of 176 12x12 icons for NTT DoCoMo's mobile platform to enhance with visual cues for , , and emotions. These were later standardized by the , with version 6.0 in 2010 marking their widespread international adoption by enabling cross-platform compatibility and color rendering. In distinction from emotes, function as static images depicting objects, faces, animals, or symbols—such as 😊 for happiness or 🏃 for a running person—but lack inherent dynamism or narrative action, serving more as illustrative supplements to text rather than performative expressions. However, in high-energy contexts like live streaming chats on platforms such as Twitch, certain emojis including 😂 (face with tears of joy, indicating laughter), 💀 (skull, signifying "dying of laughter" or extreme amusement), and 😭 (loudly crying face, used paradoxically for intense joy, hype, or exaggerated reactions) are employed to convey hype or intense emotional responses, thereby blurring the lines with emote functions in digital interactions while preserving their static nature. A core difference lies in communicative intent: emoticons and typically denote emotional states, objects, or concepts (e.g., 👍 for approval), whereas emotes emphasize actions and interactions, such as applauds to simulate in a virtual space. This action focus in emotes adds a performative layer absent in the more declarative nature of emoticons and . In the 2020s, hybrid integrations have blurred boundaries in apps like , where animated emoji reactions—introduced in updates around —combine static symbols with motion effects, such as a pulsing ❤️ or exploding 🎉, to approximate emote-like expressiveness in messaging. Historically, emoticons influenced the syntax of early text-based emotes in and online forums and MUDs (multi-user dungeons), where punctuation-driven symbols evolved into asterisk-enclosed action descriptions like smiles to bridge emotional cues with behavioral narratives. Unicode's preference for static, non-actional symbols has preserved this divide, as seen in rejections of proposals for more dynamic variants, leaving emotes to handle performative elements in gaming and social platforms.

Relation to Non-Verbal Communication

Digital emotes function as modern extensions of non-verbal communication, aligning closely with psychological theories emphasizing the dominance of non-verbal cues in conveying emotional intent. Albert Mehrabian's seminal 7-38-55 rule, derived from experiments on inconsistent verbal and non-verbal messages, posits that specifically when communicating feelings or attitudes with contradictory verbal and non-verbal signals in face-to-face interactions, only 7% of emotional meaning is conveyed through words, 38% through tone of voice, and 55% through and facial expressions, totaling 93% from non-verbal elements. In digital contexts, emotes replicate these non-verbal elements by providing visual or animated representations of gestures, facial expressions, or actions, thereby compensating for the absence of and enhancing the emotional clarity of text-based exchanges. Sociologically, emotes serve as proxies for in environments, mitigating miscommunication and fostering in text-only interactions. Research on digital communication demonstrates that such non-verbal digital cues clarify intentions and reduce ambiguity, particularly in collaborative settings like , where they help convey emotional states and build interpersonal connections. For instance, a study examining emojis—closely analogous to emotes—in discussions found that their inclusion as affective tools disambiguates messages, preventing misunderstandings and promoting empathetic responses among participants. Cultural variations influence emote usage, reflecting broader differences in norms. In Western cultures, characterized by , users tend to favor expressive and overt emotes that emphasize personal emotions, while East Asian cultures, influenced by collectivism and restraint, prefer subtler emotes that align with minimizing overt displays. A analysis of interpretation revealed that weigh outward emotional expressions more cautiously than Americans, leading to preferences for restrained digital cues in contexts like gaming to maintain social harmony.

References

  1. https://en.wiktionary.org/wiki/emote
Add your contribution
Related Hubs
User Avatar
No comments yet.