2004
DOI: 10.1073/pnas.0308220101
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Impaired spontaneous anthropomorphizing despite intact perception and social knowledge

Abstract: Humans spontaneously imbue the world with social meaning: we see not only emotions and intentional behaviors in humans and other animals, but also anger in the movements of thunderstorms and willful sabotage in crashing computers. Converging evidence supports a role for the amygdala, a collection of nuclei in the temporal lobe, in processing emotionally and socially relevant information. Here, we report that a patient with bilateral amygdala damage described a film of animated shapes (normally seen as full of … Show more

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Cited by 131 publications
(125 citation statements)
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References 33 publications
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“…When explicit cues are absent, as is the case in most natural social environments, evidence suggests that patients with amygdala lesions fail to exhibit the spontaneous use of ToM (14). Furthermore, there are a variety of ToM tasks that do not depend on language.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…When explicit cues are absent, as is the case in most natural social environments, evidence suggests that patients with amygdala lesions fail to exhibit the spontaneous use of ToM (14). Furthermore, there are a variety of ToM tasks that do not depend on language.…”
Section: Discussionmentioning
confidence: 99%
“…Amygdala lesions can impair the ability to impute such mental states spontaneously to animated geometric shapes (13,14) as well as other complex expressions of ToM (15). These impairments in social cognition following amygdala lesions also have been compared with the intensively studied impairments in mental-state understanding observed in autism spectrum disorder (16,17).…”
mentioning
confidence: 99%
“…For example, amygdala damage in humans may impair the ability to anthropomorphize moving geometric shapes that normal subjects can interpret as characters with motives interacting in a complex social situation [188]. Amygdala damage is also associated with impairments in social judgment, such as overestimation of trustworthiness and approachability of people based on their faces in recognizing negative expressions, such as fear, anger, surprise, and sadness [189][190][191][192][193][194][195][196][197], but not recognizing facial identity [190].…”
Section: The Neural Substrates For Recognition Of Emotion Expressionsmentioning
confidence: 99%
“…The perception of video game characters may thus be similar to the perception of TV or movie characters. Further, human perception research suggests that people automatically identify social entities once they have detected biological motion (Ahlstrom, Blake & Ahlstrom, 1997;Morewedge, Preston & Wegner, 2007), RUNNING HEAD: Virtual Violence and Guilt 5 readily perceive simple action-sequences with artificial objects as social (Heberlein & Adolphs, 2004;Heider & Simmel, 1944;Oatley & Yuill, 1985;Scholl & Tremoulet, 2000), and anthropomorphize non-human characters (Epley, Waytz, & Cacioppo, 2007;Mar & Macrae, 2006). Given humans' tendency to perceive even simple animated objects in a social way, it seems plausible that the sophisticated display of video game characters will trigger intense social perceptions in users.…”
Section: Different From Playing Chess: the Moral Significance Of Virtmentioning
confidence: 99%
“…However, the anecdotal evidence that some players feel irritated or bad when engaged in inappropriate violent actions in video games (like massacring civilians), suggests that the killing of video game characters is accompanied by more intense social and moral responses than the "killing" of chess figures. readily perceive simple action-sequences with artificial objects as social (Heberlein & Adolphs, 2004;Heider & Simmel, 1944;Oatley & Yuill, 1985; Scholl & Tremoulet, 2000), and anthropomorphize non-human characters (Epley, Waytz, & Cacioppo, 2007;Mar & Macrae, 2006). Given humans' tendency to perceive even simple animated objects in a social way, it seems plausible that the sophisticated display of video game characters will trigger intense social perceptions in users.…”
mentioning
confidence: 99%