Comparisons and Analysis
After compiling a list of 97 various traits found among the many versions of Slenderman, a lot of information can be correlated statistically in terms of relevance and most common or least common traits across the spectrum of Slendermen. I also split up the Slendermen into 4 groups; Historical Slendermen, Modern Slenderman, Gaming Slendermen, and Mythos Slendermen. Historical Slendermen are grouped by if they are a supposed origin for the Slenderman or olden depicted story. The Modern Slenderman is a general as accepted by stories, background, and the fandom alike. The Gaming Slendermen are of course labeled from games that Slenderman is depicted in. Lastly the mythos Slendermen are Slendermen depictions directly from series, media, and stories.
In comparison to the Modern Slenderman, which stands as a basis, each category varied in likeness to him. At the least alike of the groups was the Historical Slendermen, who had a 44/97 average likeness. The gaming Slendermen had a 59/97 average likeness. The highest average at a 64/97 was from the Mythos category of Slendermen.
Of those who had the highest likenesses in each group were Der GroBmann with a 54/97 from the Historical Slendermen category, the Slenderman from “Slender: The Arrival” made by Blue Isle studios with a 65/97 from the Gaming Slendermen category, and the Slenderman depicted in EverymanHYBRID not only had the highest in it’s category but overall with a 73/97 from the Mythos category.
Overall, the top five in likeness to the Modern Slenderman were EverymanHYBRID’s Slenderman with a 73/97, Marble Hornets’ Slenderman with a 70/97, Tribe Twelve's Slenderman with a 68/97, Slender: The Arrival’s Slenderman with a 65/97, and M’s Tutorial’s Slenderman with a 62/97. Here, it is important to note that 4/5 of these were from the mythos category.
Overall, the bottom five in likeness to Modern Slenderman were Takkenmann with a 34/97, Windigo with a 36/97, the American Slenderman with a 39/97, Fear Dubh with a 41/97, and the Faceless One with a 42/97. Extremely important here is that all of these were from the historic Slenderman category.
What can be told from this data is that the Slenderman is more of a modern myth than anything else, developed by stories made about it rather than taking an old myth and re-emphasizing it.
In regards to traits the categories had some areas where they all either correlated together negatively or positively. Among the traits that correlated positively were the traits of having a forest setting, the fate of the victims being obscure, there being no specific origin of the Slenderman, that he cannot die, tall height, slender or thin appearance, the presence of only one Slenderman, some reference to darkness, a reference to trees, doesn’t specifically target children, it is a territorial creature, chasing or stalking habits, not just plainly a story used to keep children from going in the woods, not limited to appearing at night, its motives are unknown, targets individuals, he doesn’t wear a hat, and he doesn’t eat his victims. These were the collective of traits where the majority of each group agreed with these traits.
Contrary to that, the qualities that all four groups collectively disagreed on were that his background and origin were revealed, he was of fairy origin, he was of human origin, he was of other origin, he can die, his height is not specified, doesn’t have a slender or thin appearance, possibility of multiple Slendermen, no reference to darkness, no reference to trees, no chasing or stalking habits, is limited to night, its motives are known, it being depicted to make noise, its face being different per person, and that it eats its victims. So it was agreed among the categories that Slenderman did NOT possess these traits.
Each category however, with Slender being just a variant character with multiple forms of execution, had their own areas where they stood independent from all other categories.
For modern Slenderman in the categories where he was independent, for those which it agreed with but the others disagreed were having no specified setting, the fate of victims being revealed, specifically targets children, having a reference to fire, appearing in windows, appearing in TV screens, wears a hat, having a dimensional break reference, referenced with the Tulpa Effect, having a temporal break reference, having invisibility, and victims ending up sick.
For modern Slenderman in categories where he disagreed with the traits and the other categories agreed were not having a reference to fire, not appearing in windows, not appearing in TV screens, not having a dimensional break reference, having no relation to the tulpa effect, having no temporal break reference, and no sickness in victims.
For the historical versions of Slenderman, in their areas where they stood independent as in they agreed with a trait where all other four categories disagreed were him having a face, not having formal clothing, that the stories were used to keep children from going in the woods, not having the presence of proxies, that he doesn’t wear a tie, and that he wasn’t pale.
For the historical Slenderman category in areas where they disagreed where all other categories agreed in traits were having another setting, being faceless, having formal clothes, having passive habits, having unspecified habits, having the presence of proxies, being depicted as silent, having no victim body mutilation, having no mouth, wearing a tie, and being pale.
For the gaming Slenderman category in areas where they stood independent, for when they agreed where all other categories disagreed traits were presence of fog, not causing paranoia, and having a reference to the pages. Important about this is that the pages which is iconic for Slenderman derive directly from the games.
For the gaming Slenderman in areas where they disagreed where all others agreed the traits were not having the presence of fog and not having any reference to the pages.
Interestingly enough, the mythos category never stood independent entirely from the other categories.
In other instances categories were split in half as two agreed while the other two disagreed.
For the historic and modern Slenderman categories, these two had agreed where other categories disagreed in the traits were victim body mutilation, having a mouth, and not having the presence of the operator symbol. Where these two collectively disagreed against the other two in traits were in the presence of the operator symbol and not having invisibility.
In areas for the modern and gaming Slenderman, where they agreed while the other two disagreed the traits were the ability to stretch his limbs, the skill of teleporting, and that he can’t move. In areas for the modern and gaming Slenderman, where they both disagreed while the others agreed the traits were not having the ability to stretch his limbs, being non-territorial, not having the ability to teleport, and being able to move.
For the modern and mythos Slenderman categories, the areas where these two agreed while the others disagreed with the trait were having possession or control over humans, that Slenderman can target groups, and that he causes paranoia. The only trait where modern and mythos disagreed while the others agreed was not having possession or control over humans.
The number of Slenderman in each category for the most part was odd, except for the mythos Slenderman category which had three sections within it. So on a few occasions the mythos category would be split down the middle so it was neutral. The traits where this happened were whether or not Slenderman has extra upper limbs or tentacles, whether or not he has a destructive or tortuous nature, whether or not he interferes with technology, and whether or not he had malevolent habits. Modern and gaming Slenderman agreed for the trait of having tentacles and interfering with technology while the historic Slendermen didn’t. Modern and historic Slendermen agreed for the trait of having a destructive nature and malevolent habits while the gaming Slendermen didn’t.
The chart of all these traits and comparisons is in the link below.
Comparing Slenderman
In comparison to the Modern Slenderman, which stands as a basis, each category varied in likeness to him. At the least alike of the groups was the Historical Slendermen, who had a 44/97 average likeness. The gaming Slendermen had a 59/97 average likeness. The highest average at a 64/97 was from the Mythos category of Slendermen.
Of those who had the highest likenesses in each group were Der GroBmann with a 54/97 from the Historical Slendermen category, the Slenderman from “Slender: The Arrival” made by Blue Isle studios with a 65/97 from the Gaming Slendermen category, and the Slenderman depicted in EverymanHYBRID not only had the highest in it’s category but overall with a 73/97 from the Mythos category.
Overall, the top five in likeness to the Modern Slenderman were EverymanHYBRID’s Slenderman with a 73/97, Marble Hornets’ Slenderman with a 70/97, Tribe Twelve's Slenderman with a 68/97, Slender: The Arrival’s Slenderman with a 65/97, and M’s Tutorial’s Slenderman with a 62/97. Here, it is important to note that 4/5 of these were from the mythos category.
Overall, the bottom five in likeness to Modern Slenderman were Takkenmann with a 34/97, Windigo with a 36/97, the American Slenderman with a 39/97, Fear Dubh with a 41/97, and the Faceless One with a 42/97. Extremely important here is that all of these were from the historic Slenderman category.
What can be told from this data is that the Slenderman is more of a modern myth than anything else, developed by stories made about it rather than taking an old myth and re-emphasizing it.
In regards to traits the categories had some areas where they all either correlated together negatively or positively. Among the traits that correlated positively were the traits of having a forest setting, the fate of the victims being obscure, there being no specific origin of the Slenderman, that he cannot die, tall height, slender or thin appearance, the presence of only one Slenderman, some reference to darkness, a reference to trees, doesn’t specifically target children, it is a territorial creature, chasing or stalking habits, not just plainly a story used to keep children from going in the woods, not limited to appearing at night, its motives are unknown, targets individuals, he doesn’t wear a hat, and he doesn’t eat his victims. These were the collective of traits where the majority of each group agreed with these traits.
Contrary to that, the qualities that all four groups collectively disagreed on were that his background and origin were revealed, he was of fairy origin, he was of human origin, he was of other origin, he can die, his height is not specified, doesn’t have a slender or thin appearance, possibility of multiple Slendermen, no reference to darkness, no reference to trees, no chasing or stalking habits, is limited to night, its motives are known, it being depicted to make noise, its face being different per person, and that it eats its victims. So it was agreed among the categories that Slenderman did NOT possess these traits.
Each category however, with Slender being just a variant character with multiple forms of execution, had their own areas where they stood independent from all other categories.
For modern Slenderman in the categories where he was independent, for those which it agreed with but the others disagreed were having no specified setting, the fate of victims being revealed, specifically targets children, having a reference to fire, appearing in windows, appearing in TV screens, wears a hat, having a dimensional break reference, referenced with the Tulpa Effect, having a temporal break reference, having invisibility, and victims ending up sick.
For modern Slenderman in categories where he disagreed with the traits and the other categories agreed were not having a reference to fire, not appearing in windows, not appearing in TV screens, not having a dimensional break reference, having no relation to the tulpa effect, having no temporal break reference, and no sickness in victims.
For the historical versions of Slenderman, in their areas where they stood independent as in they agreed with a trait where all other four categories disagreed were him having a face, not having formal clothing, that the stories were used to keep children from going in the woods, not having the presence of proxies, that he doesn’t wear a tie, and that he wasn’t pale.
For the historical Slenderman category in areas where they disagreed where all other categories agreed in traits were having another setting, being faceless, having formal clothes, having passive habits, having unspecified habits, having the presence of proxies, being depicted as silent, having no victim body mutilation, having no mouth, wearing a tie, and being pale.
For the gaming Slenderman category in areas where they stood independent, for when they agreed where all other categories disagreed traits were presence of fog, not causing paranoia, and having a reference to the pages. Important about this is that the pages which is iconic for Slenderman derive directly from the games.
For the gaming Slenderman in areas where they disagreed where all others agreed the traits were not having the presence of fog and not having any reference to the pages.
Interestingly enough, the mythos category never stood independent entirely from the other categories.
In other instances categories were split in half as two agreed while the other two disagreed.
For the historic and modern Slenderman categories, these two had agreed where other categories disagreed in the traits were victim body mutilation, having a mouth, and not having the presence of the operator symbol. Where these two collectively disagreed against the other two in traits were in the presence of the operator symbol and not having invisibility.
In areas for the modern and gaming Slenderman, where they agreed while the other two disagreed the traits were the ability to stretch his limbs, the skill of teleporting, and that he can’t move. In areas for the modern and gaming Slenderman, where they both disagreed while the others agreed the traits were not having the ability to stretch his limbs, being non-territorial, not having the ability to teleport, and being able to move.
For the modern and mythos Slenderman categories, the areas where these two agreed while the others disagreed with the trait were having possession or control over humans, that Slenderman can target groups, and that he causes paranoia. The only trait where modern and mythos disagreed while the others agreed was not having possession or control over humans.
The number of Slenderman in each category for the most part was odd, except for the mythos Slenderman category which had three sections within it. So on a few occasions the mythos category would be split down the middle so it was neutral. The traits where this happened were whether or not Slenderman has extra upper limbs or tentacles, whether or not he has a destructive or tortuous nature, whether or not he interferes with technology, and whether or not he had malevolent habits. Modern and gaming Slenderman agreed for the trait of having tentacles and interfering with technology while the historic Slendermen didn’t. Modern and historic Slendermen agreed for the trait of having a destructive nature and malevolent habits while the gaming Slendermen didn’t.
The chart of all these traits and comparisons is in the link below.
Comparing Slenderman