Infectious Imagination

A post by Alex Fisher

Much recent work has explored how we learn through imagination, acquiring new attitudes in an epistemically justified manner. In other cases, however, imagination seems to infect our mental lives in a far less rational way.

Theatrical actors often describe how aspects of their character start to seep into their own personality as they get “stuck” in a role, experiencing “boundary blurring” or “character bleed”. Allen, a junior theatre major, admits:

You forget who you are sometimes. You start intermingling with this character and you lose yourself and you start doing things. […] I played a character who had a certain walk [and] I would walk around [that way] onstage. And I would be walking around [campus] and be doing the same thing. I would realize I'm doing that and having this bad attitude that this character has about everything I'm seeing. I think, “Whoa, I don't know if this has gone too far or not.” (Burgoyne, Poulin, and Rearden 1999, 162)

Isaac Butler reports experiencing similar as a budding actor in New York:

After performances, I would stare at a wall in my dorm room for hours trying to come back to normal. […] I hated the person I became during rehearsal as the nastiness of the character bled into my own personality, and I was not tough enough to manage the emotions my performance dug into. (Butler 2022, 15)

A similar phenomenon has been observed amongst virtual reality users. The “Proteus Effect” describes how individuals’ behaviour and attitudes conform to those of the avatar they play as (Yee and Bailenson 2007; 2009). Participants who controlled taller avatars in a virtual space behaved more confidently in a subsequent non-virtual negotiation task than those assigned shorter avatars, in line with the general behaviour of taller individuals. Participants who played an attractive avatar exhibited higher self-disclosure than those who played an unattractive avatar, just as attractive individuals tend to be more extroverted. Imaginatively adopting an identity in virtual reality influenced users’ actions even after it had been relinquished.

Read More