| Literature DB >> 30483176 |
Rachel L Severson1, Shailee R Woodard1.
Abstract
Children's role playing, whether personifying toys or imagining invisible friends, involves imagining others' minds and internal states. Similarly, anthropomorphism - the attribution of internal states to non-human others (e.g., animals, inanimate nature, or technologies) - also involves imagining others' minds and internal states. We propose that the imaginative process of simulating and projecting internal states is common to both role play and anthropomorphism. The current study investigated the relation between children's role play and anthropomorphism. Ninety children (5, 7, and 9 years) were administered Individual Differences in Anthropomorphism Questionnaire - Child Form (IDAQ-CF), comprised of the technology-inanimate nature and animal subscales, and the Role Play Scale, which assessed (a) impersonation of animals, people, and/or machines and (b) imaginary companions (ICs), including invisible friends and personified toys. Results indicated that the imaginative act of impersonating an animal, person, and/or machine was positively related to anthropomorphism, and specifically anthropomorphism of inanimate nature and technology. Second, anthropomorphism of animals was highest amongst children with invisible ICs, followed by those with toy ICs and those who impersonated. Finally, children who frequently engaged with an invisible ICs more readily anthropomorphized in general and technology and inanimate nature in particular relative to all other children. Results are discussed in terms of the differing degrees of imagination involved in anthropomorphism of animals versus technology and inanimate nature.Entities:
Keywords: anthropomorphism; children; imagination; pretense; role play; simulation theory
Year: 2018 PMID: 30483176 PMCID: PMC6243028 DOI: 10.3389/fpsyg.2018.02140
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Means (SD) on IDAQ-CF by age group.
| IDAQ-CF items (presented in random order) | 5 years | 7 years | 9 years | |
|---|---|---|---|---|
| Technology-Nature subscale | 1. Does a car do things on purpose? [intention] | 0.63 (1.10) | 0.53 (1.01) | 0.43 (0.86) |
| 2. Does a TV have feelings, like happy and sad? [emotion] | 0.67 (1.06) | 0.10 (0.55) | 0.27 (0.74) | |
| 3. Does a robot know what it is? [consciousness] | 1.20 (1.22) | 0.93 (1.14) | 0.90 (1.19) | |
| 4. Does computer think for itself? [mind] | 0.97 (1.40) | 0.43 (0.97) | 1.07 (1.34) | |
| 5. Does the wind do things on purpose? [intention] | 1.23 (1.36) | 0.59 (1.09) | 0.60 (1.10) | |
| 6. Does a mountain have feelings, like happy and sad? [emotion] | 0.40 (0.86) | 0.10 (0.40) | 0.40 (0.93) | |
| 7. Does the ocean know what it is? [consciousness] | 0.47 (1.07) | 0.33 (0.84) | 0.37 (0.81) | |
| 8. Does a tree think for itself? [mind] | 0.53 (1.04) | 0.40 (0.89) | 0.57 (1.01) | |
| Animal subscale | 9. Does a turtle do things on purpose? [intention] | 0.77 (1.07) | 1.41 (1.15) | 1.79 (1.18) |
| 10. Does a cheetah have feelings, like happy and sad? [emotion] | 2.13 (1.07) | 1.93 (1.05) | 2.27 (0.94) | |
| 11. Does a lizard know what it is? [consciousness] | 0.93 (1.26) | 1.07 (1.03) | 1.57 (1.20) | |
| 12. Does an insect or bug think for itself? [mind] | 1.20 (1.10) | 1.53 (1.07) | 1.90 (1.05) | |
Proportions of role play type by age.
| Impersonation only | Imaginary companions | ||
|---|---|---|---|
| Toy | Invisible | ||
| 5 years ( | 0.30 ( | 0.53 ( | 0.17 ( |
| 7 years ( | 0.28 ( | 0.45 ( | 0.28 ( |
| 9 years ( | 0.18 ( | 0.61 ( | 0.21 ( |
| Total | 0.25 ( | 0.53 ( | 0.22 ( |
FIGURE 1Mean IDAQ-CF scores by role play type.
Hierarchical linear and curvilinear (quadratic) regression analyses predicting anthropomorphism from frequency of engagement in role play and role play type.
| Predictors | Model 1: Linear | Model 2: Quadratic | ||
|---|---|---|---|---|
| Total | ||||
| Constant | 1.19 [0.59, 1.80] | <0.001 | 0.69 [0.001, 1.39] | 0.05 |
| Age (control) | –0.05 [–0.12, 0.03] | 0.23 | –0.05 [–0.13, 0.03] | 0.20 |
| Frequency | 0.15 [–0.09, 0.38] | 0.22 | ||
| Frequency2 | – | – | ||
| Moderator 1 | –0.05 [–0.61, 0.50] | 0.86 | ||
| Moderator 2 | –0.17 [–0.52, 0.19] | 0.36 | 0.54 [–0.06, 1.14] | 0.08 |
| Freq. × Mod. 1 | –0.06 [–0.36, 0.23] | 0.68 | –0.20 [–0.55, 0.15] | 0.26 |
| Freq. × Mod. 2 | –0.15 [–0.51, 0.22] | 0.43 | ||
| Freq.2 × Mod. 1 | – | – | –0.27 [–0.66, 0.12] | 0.17 |
| Freq.2 × Mod. 2 | – | – | ||
| Total | ||||
| Constant | 0.67 [–0.16, 1.50] | 0.11 | 0.45 [–0.51, 1.41] | 0.36 |
| Age (control) | ||||
| Frequency | 0.14 [–0.19, 0.46] | 0.41 | 0.28 [–0.12, 0.67] | 0.17 |
| Frequency2 | – | – | 0.29 [–0.17, 0.75] | 0.21 |
| Moderator 1 | –0.15 [–0.58, 0.28] | 0.48 | 0.48 [–0.30, 1.25] | 0.22 |
| Moderator 2 | 0.05 [–0.79, 0.89] | 0.90 | ||
| Freq. × Mod. 1 | –0.10 [–0.51, 0.30] | 0.61 | –0.39 [–0.88, 0.09] | 0.11 |
| Freq. × Mod. 2 | –0.13 [–0.63, 0.36] | 0.59 | –0.34 [–0.89, 0.22] | 0.23 |
| Freq.2 × Mod. 1 | – | – | ||
| Freq.2 × Mod. 2 | – | – | –0.55 [–1.19, 0.10] | 0.10 |
| Total | ||||
| Constant | 1.01 [0.49, 1.54] | <0.001 | 0.62 [0.49, 1.54] | <0.001 |
| Age (control) | 0.02 [–0.05, 0.09] | 0.57 | 0.01 [–0.06, 0.08] | 0.74 |
| Frequency | 0.13 [–0.07, 0.34] | 0.20 | ||
| Frequency2 | – | – | ||
| Moderator 1 | 0.13 [–0.35, 0.61] | 0.60 | ||
| Moderator 2 | –0.27 [–0.58, 0.04] | 0.09 | 0.38 [–0.15, 0.90] | 0.15 |
| Freq. × Mod. 1 | –0.07 [–0.32, 0.19] | 0.60 | –0.25 [–0.55, 0.05] | 0.10 |
| Freq. × Mod. 2 | –0.13 [–0.44, 0.19] | 0.42 | ||
| Freq.2 × Mod. 1 | – | – | ||
| Freq.2 × Mod. 2 | – | – | ||
FIGURE 2Moderating effect of role play type on the curvilinear relation between anthropomorphism and frequency of role play.