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Anthropomorphism
the question When and why do people treat machines as social partners, and how does it change what they believe and do? the classic findings Heider & Simmel (1944) showed people a short film of two triangles and a circle moving around a box. Asked to describe it, almost everyone told a story: a bully, a chase, a rescue. Nothing in the film but geometry and timing. Weizenbaum (1966) described ELIZA, a program that matched keywords and turned statements into questions. Its best-known script imitated a non-directive therapist. Weizenbaum was disturbed by how readily people confided in it, and later wrote about it at length (Weizenbaum, 1976). The readiness to read understanding into simple output is now called the ELIZA effect. Nass, Steuer & Tauber (1994) launched the "computers are social actors" programme. In one study, people who had worked with a computer rated it more favourably when the same computer asked for the rating than when a different one did, as if being polite to its face. Reeves & Nass (1996) summarized the work: people apply social rules to media automatically, even when they know better. a theory Epley, Waytz & Cacioppo (2007) proposed three factors that predict when people anthropomorphize: how readily human-centred knowledge comes to mind; the motivation to explain and predict the thing (effectance); and the desire for social connection. Lonely people, and people faced with an unpredictable system, do it more. Waytz, Heafner & Epley (2014) tested a consequence: drivers in a simulator trusted an autonomous car more when it had a name, a gender and a voice, and blamed it less when an accident was caused by another vehicle. in human–AI interaction now Today's chat systems are designed to converse, so the old effect is stronger than ever. The practical questions are concrete: does a human-like manner raise trust beyond what accuracy warrants? Does it change what people disclose? The research cited here predicts yes on both counts, but most of it was done with far simpler systems. live debates Mindless or learned? Nass & Moon (2000) explained social responses to computers as mindless application of human scripts. Gambino, Fox & Ratan (2020) argue that people may now have scripts specific to media, so the paradigm needs extending rather than assuming [paraphrase, not a quotation]. Gray, Gray & Wegner (2007) found mind perception falls along two dimensions, agency and experience, and Waytz, Cacioppo & Epley (2010) measured stable individual differences. Language models. Bender et al. (2021) warned against reading meaning into fluent text; Shanahan, McDonell & Reynolds (2023) offer role play as a framing that uses folk-psychological language without literal commitment. Colombatto & Fleming (2024) found most of a US sample attributed some possibility of experience to a chat model, more so with more use. Salles, Evers & Farisco (2020) and Placani (2024) treat anthropomorphism as a conceptual hazard in AI research itself, not only among users. methodological critiques Most measures are self-report scales, which ask people to rate a machine on human traits and so prompt the very attribution they measure. Behavioural measures (politeness, reciprocity) avoid that but leave open whether the behaviour reflects belief or habit. the open problem Anthropomorphism is usually described as an error. Sometimes it is a useful model: treating a system as if it had goals can predict its behavior well enough. Knowing when that stance is a good tool and when it is a trap is the unanswered part. Colby, Weber & Hilf (1971), who built PARRY, a simulation of a paranoid patient, were already asking how judges could tell the model from a person; the question has only become harder. In the tour there is a room of machines that answer, with a kiosk that is not a guide. This page is the long version of that wall label. The plain tour lists it. Reading list
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rev. Oct 24 2026