The play fever: individual and group factors influence the contagion of play behaviour within social hominid groups.

IF 4.7
Ivan Norscia, Edoardo Collarini, Giada Cordoni
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Abstract

Via the perception-action model and mirror neuron system, individuals replicate others' behaviour (behavioural/social contagion) and reduce prediction errors on other behaviours. Among contagious behaviours, play offers a safe context for cooperation, competition and tolerance. Thus, play contagion is interesting to better understand the evolution of social dynamics in many non-primates and primates, including humans. To our knowledge, no study has examined play contagion across social hominids nor analysed individual/group features to identify common modulators. In 2022-2025, we gathered all-occurrences data on play, affiliative and agonistic patterns in social hominids (two groups of captive chimpanzees, bonobos and gorillas; and two toddler classes of ≤ 3 years and their educators). In the 3 min period, we checked if individuals not involved in play would start playing either after the onset of a trigger play session (post-play (PP)) or in absence of any previous play session (matched-control). Play occurrence was highest during PP, informing play contagion. Contagion increased with higher male-to-female, immature-to-adult and affiliative-to-agonistic interaction ratios. Males, youngsters and individuals that were in trigger proximity (≤ 10 m) showed the highest contagion. Shared across social hominids, play contagion and its common modulators might trace back to their last common ancestor, underlying the transmission of behaviour, and possible underlying emotions, within groups. This article is part of the theme issue 'Mechanisms, development, phylogeny and functions of emotional expressions'.

游戏热:个体和群体因素影响游戏行为在社会类人猿群体中的传染。
通过感知-行动模型和镜像神经元系统,个体复制他人的行为(行为/社会传染)并减少对其他行为的预测误差。在传染行为中,游戏为合作、竞争和宽容提供了一个安全的环境。因此,游戏传染对于更好地理解许多非灵长类动物和灵长类动物(包括人类)的社会动态进化很有趣。据我们所知,目前还没有研究考察过游戏传染在社会原始人中的作用,也没有研究分析过个体/群体特征以确定共同的调节因子。在2022年至2025年期间,我们收集了群居人科动物(两组圈养黑猩猩、倭黑猩猩和大猩猩;两个≤3岁的幼儿班及其教育者)玩耍、亲近和对抗模式的所有发生数据。在3分钟时间内,我们检查未参与游戏的个体是否会在触发游戏阶段开始后开始游戏(post-play, PP)或在没有任何先前游戏阶段的情况下开始游戏(配对控制)。游戏发生率在PP期间最高,提示游戏传染。传染随着男性与女性、不成熟者与成人、亲和者与激动者相互作用比率的增加而增加。雄性、青少年和个体在触发点附近(≤10 m)的传染率最高。在群居的原始人中,游戏传染及其共同调节因子可以追溯到他们最后的共同祖先,这是群体内行为和情绪传播的基础。本文是“情绪表达的机制、发展、系统发育和功能”主题的一部分。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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