2007
DOI: 10.1037/0033-295x.114.4.864
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On seeing human: A three-factor theory of anthropomorphism.

Abstract: Th is paper explores the moral underpinnings of education for sustainable development by studying the humanization of nature in contemporary teaching materials. To this end, Spinoza's and Freud's naturalistic psychological accounts-suggesting, among other things, that the human psychological constitution tends to further a reversed sense of causality-are invoked as resources for explaining the image of nature as portrayed in education for sustainable development. It is argued that the examples looked at rely o… Show more

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Cited by 2,439 publications
(2,321 citation statements)
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References 241 publications
(238 reference statements)
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“…People tend to attribute intentions, motivations, and emotions to agents that are viewed as being anthropomorphic. The degree to which an agent is viewed as possessing human-like qualities can affect how one predicts what the agent will do in the future as well as what its behaviors mean in the present [11].…”
Section: Must Intentions Be Attributed To a Robot?mentioning
confidence: 99%
“…People tend to attribute intentions, motivations, and emotions to agents that are viewed as being anthropomorphic. The degree to which an agent is viewed as possessing human-like qualities can affect how one predicts what the agent will do in the future as well as what its behaviors mean in the present [11].…”
Section: Must Intentions Be Attributed To a Robot?mentioning
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%
“…These vary on a continuum from weak forms, such as identifying similarities between ourselves and the anthropomorphized object (Guthrie 1997) or speaking metaphorically of a nonhuman object, to stronger forms of anthropomorphism whereby the person behaves and endorses the personally-held belief that the non-human agent has humanlike characteristics or traits (Epley et al 2007). Scholars use a variety of indicators for when anthropomorphism is occurring.…”
Section: Defining Anthropomorphismmentioning
confidence: 99%