unclear how the complex behavioural effects of mimicry relate to neural systems which respond to being mimicked. Mimicry activates regions associated with mirror properties, selfother processing and reward. In this review, we outline three potential models linking these regions with cognitive consequences of being mimicked. The models suggest that positive downstream consequences of mimicry may depend upon self-other overlap, detection of contingency or low prediction error. Finally, we highlight limitations with traditional research designs and suggest alternative methods for achieving highly ecological validity and experimental control. We also highlight unanswered questions which may guide future research. Keywords: mimicry, imitation, nonverbal behaviour, neurocognitive modelsIt is often said that imitation is the sincerest form of flattery, and copying what other people do is a central feature of human social interaction (Frith & Frith, 2012; Hamilton, 2014; Meltzoff, 2010; Over & Carpenter, 2013). One way we copy others is through unconscious behavioural mimicry, also described as 'behaviour matching' (Bernieri & Rosenthal, 1991;Chartrand & Bargh, 1999) or the 'chameleon effect' (Chartrand & Bargh, 1999). This kind of mimicry occurs when one person unintentionally and effortlessly copies another person's posture or body movements without either one being aware (Chartrand & Lakin, 2013;Chartrand & van Baaren, 2009). Mimicry may extend to the contagion of facial expressions (Bavelas, Black, Lemery, & Mullett, 1986, 1987 Dimberg, Thunberg, & Elmehed, 2000;Hsee, Hatfield, Carlson, & Chemtob, 1990), moods (Hsee et al., 1990;Neumann & Strack, 2000) and speech (Giles & Powesland, 1975;Neumann & Strack, 2000).As well as mimicry, there are many other ways we coordinate our behaviour with other people during social interactions (Table 1). The umbrella term 'interpersonal coordination' covers a range of coordinated actions between two people, which can be linked in both space and time. Actions occurring at the same time are described as entrained or synchronous; this includes perfect synchrony where actions are matched in form and timing, as well as general synchrony where different actions are coordinated in time (see Table 1, column 1). Actions that occur after a delay but which are contingent on the other are termed imitation or mimicry if the form is the same, and complementary if the form is different (see column 2). There is a distinction between imitation, which is deliberate and goal-directed,and mimicry, which is unconscious and spontaneous. In this paper we will focus specifically on mimicry. For the main part we will limit our review to mimicry of postures and body movements, and we will not include literature on facial, emotional or vocal mimicry. We will also concentrate on adult mimicry rather than developmental literature. At the end, we will return to consider how future research may situate mimicry within a wider framework of interpersonal coordination. Whilst partners in real life social interac...
BackgroundDealing with insistent patient demand for antibiotics is an all too common part of a General Practitioner’s daily routine. This study explores the extent to which portable Immersive Virtual Reality technology can help us gain an accurate understanding of the factors that influence a doctor’s response to the ethical challenge underlying such tenacious requests for antibiotics (given the threat posed by growing anti-bacterial resistance worldwide). It also considers the potential of such technology to train doctors to face such dilemmas.ExperimentTwelve experienced GPs and nine trainees were confronted with an increasingly angry demand by a woman to prescribe antibiotics to her mother in the face of inconclusive evidence that such antibiotic prescription is necessary. The daughter and mother were virtual characters displayed in immersive virtual reality. The specific purposes of the study were twofold: first, whether experienced GPs would be more resistant to patient demands than the trainees, and second, to investigate whether medical doctors would take the virtual situation seriously.ResultsEight out of the 9 trainees prescribed the antibiotics, whereas 7 out of the 12 GPs did so. On the basis of a Bayesian analysis, these results yield reasonable statistical evidence in favor of the notion that experienced GPs are more likely to withstand the pressure to prescribe antibiotics than trainee doctors, thus answering our first question positively. As for the second question, a post experience questionnaire assessing the participants’ level of presence (together with participants’ feedback and body language) suggested that overall participants did tend towards the illusion of being in the consultation room depicted in the virtual reality and that the virtual consultation taking place was really happening.
Trusting another person may depend on our level of generalised trust in others, as well as perceptions of that specific person's trustworthiness. However, many studies measuring trust outcomes have not discussed generalised versus specific trust. To measure specific trust in others, we developed a novel behavioural task. Participants navigate a virtual maze and make a series of decisions about how to proceed. Before each decision, they may ask for advice from two virtual characters they have briefly interviewed earlier. We manipulated the virtual characters' trustworthiness during the interview phase and measured how often participants approached and followed advice from each character. We also measured trust through ratings and an investment game. Across three studies, we found participants followed advice from a trustworthy character significantly more than an untrustworthy character, demonstrating the validity of the maze task. Behaviour in the virtual maze reflected specific trust rather than generalised trust, whereas the investment game picked up on generalised trust as well as specific trust. Our data suggest the virtual maze task may provide an alternative behavioural approach to measuring specific trust in future research, and we demonstrate how the task may be used in traditional laboratories.
Conversation between two people involves subtle nonverbal coordination in addition to speech. However, the precise parameters and timing of this coordination remain unclear, which limits our ability to theorize about the neural and cognitive mechanisms of social coordination. In particular, it is unclear if conversation is dominated by synchronization (with no time lag), rapid and reactive mimicry (with lags under 1 s) or traditionally observed mimicry (with several seconds lag), each of which demands a different neural mechanism. Here we describe data from high-resolution motion capture of the head movements of pairs of participants (n = 31 dyads) engaged in structured conversations. In a preregistered analysis pathway, we calculated the wavelet coherence of head motion within dyads as a measure of their nonverbal coordination and report two novel results. First, lowfrequency coherence (0.2-1.1 Hz) is consistent with traditional observations of mimicry, and modeling shows this behavior is generated by a mechanism with a constant 600 ms lag between leader and follower. This is in line with rapid reactive (rather than predictive or memory-driven) models of mimicry behavior, and could be implemented in mirror neuron systems. Second, we find an unexpected pattern of lower-than-chance coherence between participants, or hypo-coherence, at high frequencies (2.6-6.5 Hz). Exploratory analyses show that this systematic decoupling is driven by fast nodding from the listening member of the dyad, and may be a newly identified social signal. These results provide a step towards the quantification of real-world human behavior in high resolution and provide new insights into the mechanisms of social coordination.
People mimic each other’s actions and postures during everyday interactions. It is widely believed this mimicry acts as a social glue, leading to increased rapport. We present two studies using virtual reality to rigorously test this hypothesis. In Study 1, 50 participants interacted with two avatars who either mimicked their head and torso movements at a 1 or 3 second time delay or did not mimic, and rated feelings of rapport and trust toward the avatars. Rapport was higher towards mimicking avatars, with no effect of timing. In Study 2, we aimed to replicate this effect in a pre-registered design and test whether it is modulated by cultural ingroup-outgroup boundaries. Forty participants from European or East Asian backgrounds interacted with four avatars, two of European appearance and two of East Asian appearance. Two avatars mimicked while the other two did not. We found no effects of mimicry on rapport or trust ratings or implicit trust behaviour in a novel maze task, and no effects of group status or interactions. These null results were calculated in line with our pre-registration. We conclude that being mimicked does not always increase rapport or trust, and make suggestions for future directions.
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