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Emotions are known to spread among people, a process known as emotion contagion. Both positive and negative emotions are believed to be contagious, but the mass spread of negative emotions has attracted the most attention due to its danger to society. The use of agent-based techniques to simulate emotion contagion in crowds has grown over the last decade and a range of contagion mechanisms and applications have been considered. With this review we aim to give a comprehensive overview of agent-based methods to implement emotion contagion in crowd simulations. We took a systematic approach and collected studies from Web of Science, Scopus, IEEE and ACM that propose agent-based models that include a process of emotion contagion in crowds. We classify the models in three categories based on the mechanism of emotion contagion and analyse the contagion mechanism, application and findings of the studies. Additionally, a broad overview is given of other agent characteristics that are commonly considered in the models. We conclude that there are fundamental theoretical differences among the mechanisms of emotion contagion that reflect a difference in view on the contagion process and its application, although findings from comparative studies are inconclusive. Further, while large theoretical progress has been made in recent years, empirical evaluation of the proposed models is lagging behind due to the complexity of reliably measuring emotions and context in large groups. We make several suggestions on a way forward regarding validation to eventually justify the application of models of emotion contagion in society.
In many groups of animals the dominance hierarchy is linear. What mechanisms underlie this linearity of the dominance hierarchy is under debate. Linearity is often attributed to cognitively sophisticated processes, such as transitive inference and eavesdropping. An alternative explanation is that it develops via the winner-loser effect. This effect implies that after a fight has been decided the winner is more likely to win again, and the loser is more likely to lose again. Although it has been shown that dominance hierarchies may develop via the winner-loser effect, the degree of linearity of such hierarchies is unknown. The aim of the present study is to investigate whether a similar degree of linearity, like in real animals, may emerge as a consequence of the winner-loser effect and the socio-spatial structure of group members. For this purpose, we use the model DomWorld, in which agents group and compete and the outcome of conflicts is self-reinforcing. Here dominance hierarchies are shown to emerge. We analyse the dominance hierarchy, behavioural dynamics and network triad motifs in the model using analytical methods from a previous study on dominance in real hens. We show that when one parameter, representing the intensity of aggression, was set high in the model DomWorld, it reproduced many patterns of hierarchical development typical of groups of hens, such as its high linearity. When omitting from the model the winner-loser effect or spatial location of individuals, this resemblance decreased markedly. We conclude that the combination of the spatial structure and the winner-loser effect provide a plausible alternative for hierarchical linearity to processes that are cognitively more sophisticated. Further research should determine whether the winner-loser effect and spatial structure of group members also explains the characteristics of hierarchical development in other species with a different dominance style than hens.
Models of collective motion show a rich variety of patterns. One of these is milling, in which the individuals of a group are circling around a common center. Milling has been generated in a Vicsek-like model of collective motion, i.e. a minimal model where individuals coordinate their headings only via alignment with close neighbors, without being attracted to each other and without avoiding collisions. However, in this model information propagates instantaneously among neighbors, whereas in nature transfer and processing of information need time. How this delay affects patterns of collective motion, particularly milling, is unknown. Here we investigate the effect of time-delayed interactions on the emergence of milling in a Vicsek-like model. We show that delays may either destroy milling or induce it, depending on the parameters of the system. The range of speeds and fields of view of individuals at which milling occurs is shifted to smaller values if there are time-delays in the model. The presented findings may help to understand what causes milling in nature.
In recent years, many agent-based models of human groups have implemented a mechanism of emotion contagion, yet empirical validation is lagging behind. The aim of the present paper is to validate an agent-based model of emotion contagion at the level of group emotion, by comparing simulations against the emotional development of real people in small groups. To study the effect of emotion contagion, the participants interacted via a video call, where they were virtually placed in different social environments while they played a quiz. This allowed the exchange of emotion among all, some or none of the participants. The patterns of emotional development in the empirical results supported our hypotheses based on literature of emotion contagion and social norms. Further, the simulations with the complete model resembled many of these patterns. When emotion contagion was disabled in the model, the resemblance decreased. These results give a first indication that emotion contagion occurs in groups that meet via video calls, and can in-part be predicted by the proposed model of emotion contagion. Yet, further study with a larger and more diverse empirical sample is needed, as well as comparisons across contagion mechanisms, to draw stronger conclusions and ultimately justify societal application.
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