2017
DOI: 10.3389/fpsyg.2017.00055
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Do Young Chinese Children Gain Anthropomorphism after Exposure to Personified Touch-Screen and Board Games?

Abstract: Research shows that preschoolers are likely to anthropomorphize not only animals, but also inanimate toy after being exposed to books that personify these objects. Can such an effect also arise through young children’s use of touch-screen games? The present study is the first to examine whether playing a touch-screen personified train game affects young children’s anthropomorphism of real trains. Seventy-nine 4- and 6-year-old children were randomly assigned to play either a touch-screen game or a board game o… Show more

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Cited by 4 publications
(6 citation statements)
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“…These deficits often precede the emergence of clinical symptoms, and are relatively stable during the course of schizophrenia and bipolar disorder (Hill et al, 2008; Kuswanto et al, 2015a; Kuswanto et al, 2015b). Epidemiological and clinical studies have also consistently highlighted the impact of stress-related environmental risk factors, including childhood trauma (CT) or childhood adversity (including physical abuse, physical neglect, emotional abuse, emotional neglect and sexual abuse) (Day et al, 1987; Lataster et al, 2012; Mayo et al, 2017; Holtzman et al, 2013; Bechdolf et al, 2010; Gershon et al, 2013; Thompson et al, 2009; van Os et al, 2010; Walder et al, 2014), urbanicity (McGrath et al, 2004; Newbury et al, 2017), and cannabis use (Murray et al, 2017) in the development of psychosis (Aiello et al, 2012; Fusar-Poli et al, 2017; Misiak et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…These deficits often precede the emergence of clinical symptoms, and are relatively stable during the course of schizophrenia and bipolar disorder (Hill et al, 2008; Kuswanto et al, 2015a; Kuswanto et al, 2015b). Epidemiological and clinical studies have also consistently highlighted the impact of stress-related environmental risk factors, including childhood trauma (CT) or childhood adversity (including physical abuse, physical neglect, emotional abuse, emotional neglect and sexual abuse) (Day et al, 1987; Lataster et al, 2012; Mayo et al, 2017; Holtzman et al, 2013; Bechdolf et al, 2010; Gershon et al, 2013; Thompson et al, 2009; van Os et al, 2010; Walder et al, 2014), urbanicity (McGrath et al, 2004; Newbury et al, 2017), and cannabis use (Murray et al, 2017) in the development of psychosis (Aiello et al, 2012; Fusar-Poli et al, 2017; Misiak et al, 2017).…”
Section: Introductionmentioning
confidence: 99%
“…For example, 5-year-olds and adults were more likely than 3- and 4-year-olds to perceive internal states in Heider and Simmel’s (1944) movie of animated shapes ( Springer et al, 1996 ). In other work, 4- and 6-year-olds did not differ in anthropomorphism of animals ( Li et al, 2017 ), yet 9-year-olds were more likely than 5-year-olds to anthropomorphize animals ( Severson and Lemm, 2016 ). Taking these studies together, 5-year-olds appear quite adult-like when using movement as a cue to infer internal states to simple geometric shapes, and further age-related changes are evident between 5 and 9 years when endorsing anthropomorphic beliefs about animals.…”
Section: Introductionmentioning
confidence: 77%
“…Taking these studies together, 5-year-olds appear quite adult-like when using movement as a cue to infer internal states to simple geometric shapes, and further age-related changes are evident between 5 and 9 years when endorsing anthropomorphic beliefs about animals. Still, other studies show no significant age-related changes in anthropomorphism of technology and inanimate nature between 4- and 6-year-olds ( Li et al, 2017 ) or 5-, 7-, and 9-year-olds ( Severson and Lemm, 2016 ), although descriptively younger children endorsed more anthropomorphic beliefs about technology and inanimate nature. The effect sizes in these studies were small to medium (Cohen’s d ranged from 0.29 to 0.55) suggesting they may have been underpowered to detect these effects (although note that age-related effects were not the primary goal of either study).…”
Section: Introductionmentioning
confidence: 84%
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“…The use of touch in RVGs is specifically designed to simulate tactile interactions, initiate social contact, elicit responses, and create a more human-like romantic relationship with the virtual partner (Koike et al, 2020). The interactivity of touch screens not only allows players to anthropomorphize the game characters, but also creates a sense of presence and influences cognitive input (Benski & Fisher, 2013; H. Li et al, 2017).…”
Section: Literature Reviewmentioning
confidence: 99%