144 ◾ The Uncanny Valley in Games and Animation
dampens our ability for emotional contagion: “Botox induces a kind of
mild, temporary cognitive blindness to information in the world, social
information about the emotions of other people” (quoted in Barron, 2010).
is correlates with my explanation of the uncanny in human- like virtual
characters with aberrant facial expression in that we fail to see an appro-
priate response in them to us (and others), which makes us feel uncomfort-
able. ey are perceived as unresponsive and cold, as if blind to another’s
feelings. erefore, uncanniness occurs in those who have had Botox due
to a perception of a lack of empathy in that person toward us. Emotional
contagion and the process of sharing another’s thoughts and feelings are
qualities that make us human, and if Botox reduces our ability to do this
then we may be regarded as less human- like and stranger. Paradoxically,
people may have Botox with the expectation that they will be perceived as
more attractive and likeable without evidence of wrinkles and expression
on their face. As I have found with uncanny, human- like virtual charac-
ters, however, we may be confused as to their emotional state and alerted
to the fact that they cannot recognize our emotion and understand us
properly, which means we cannot engage or connect with them. In this
way the uncanny may occur on a human- to- human level, based on aber-
rant facial expression in an individual. Building on the issues raised thus
far, in the next chapter I address how a lack of facial mimicry opportu-
nity may prevent us from forging an attachment with a character and may
threaten concept of the self and ego.
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