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Fogel Do Different Infant Smiles Reflect Different Posit
Fogel Do Different Infant Smiles Reflect Different Posit
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Abstract
Different types of infant smiles in the family of positive emotions were investigated
during two mother-infant games: peekaboo and tickle. There were 27 6-month-old
infants and 28 12-month-olds. Infant smiles were coded as simple (lip corner retrac-
tion only), Duchenne (simple plus cheek raising), play (simple plus jaw drop), and
duplay (simple plus cheek raise and jaw drop). Results show that each type of smile
has a systematic pattern of association with the game (peekaboo or tickle), compo-
nent (setup or climax), trial (six trials for each game), and the direction of the infant’s
gaze. No significant age differences were found. We conclude that when smiling, infants
may experience qualitatively different kinds of enjoyment during these two games:
enjoyment of readiness to engage in play (simple smiles while gazing at mother
during peekaboo), enjoyment of relief (simple smiles while gazing away from mother
after being tickled), enjoyment of participation and agency (Duchenne smiles with
gaze at mother during the climax of early tickle game trials), enjoyment of escape
(Duchenne smiles while gazing away during tickle climax), and enjoyment of build-
up (duplay smiles during the climax of later trials). These findings show that the same
facial action, smiling, can reflect different positive emotions depending upon cooc-
curring facial actions and the dynamics of the social process, and that the positive
emotional experience of infants as young as six months is more complex than previ-
ously reported.
Address for correspondence: Alan Fogel, Department of Psychology, 390 S. 1530 E., Room 502, Univer-
sity of Utah, Salt Lake City, UT, 84112-0251, USA. Office: (801)581-8560; Fax: (801) 581-5841; email:
alan.fogel@m.cc.utah.edu.
© Blackwell Publishers Ltd. 2000. Published by Blackwell Publishers, 108 Cowley Road, Oxford OX4 1JF, UK and 350 Main Street,
Malden, MA 02148, USA.
498 Alan Fogel, G. Christina Nelson-Goens, Hui-Chin Hsu and Alyson F. Shapiro
emotion in early infancy? Do the different expressions reflect intensity variations on
the same emotion? Can each expression reflect different emotions depending upon the
context?
Discrete emotion theory (Izard & Malatesta, 1987) proposes that there is a small
set of basic emotions, supported by neurophysiological structures and indexed by key
facial expressions, that appear early in infancy. In this view, there is a single emotion
of enjoyment indexed by smiling. Different types of smiles would reflect different
intensities of that same emotion. Lip corner retractions accompanied by a wide-open
mouth would reflect more intense enjoyment compared to lip corner retractions with
a closed mouth.
In contrast, functionalist, dynamic systems, and social process theories of emotion
(Barrett, 1995; Campos & Barrett, 1984; Camras, 1992; Dickson, Fogel, & Messinger,
1997; Fogel et al., 1992; Fogel et al., 1997; Frijda, 1986; Lewis, 1995; Messinger,
Fogel, & Dickson, 1997) suggest that there is not a small set of basic emotions but
families of emotion, each of which is created as much by the dynamics of ongoing
discourse with the natural and cultural environment as by the neurophysiology. In these
views, the same expression, a smile, can reflect different emotions in functionally dif-
ferent communicative situations. These differences are distinguished by different
forms of ‘action readiness,’ different affective propensities of the individual to engage
with the social context. According to Frijda (1986, p. 71), emotions ‘can be defined
as modes of relational action readiness . . . in the form of tendencies to establish, main-
tain, or disrupt a relationship with the environment.’
Modes of relational action readiness may be inferred from the individual’s behav-
ior in a communicative situation. Infant smiles that involve wide mouth opening, for
example, may reflect an action readiness to relate with the environment via oral means.
This may include the experience of oral touch and consumption as well as the possi-
bility of vocal expression. Smiles involving wide mouth opening, for example, are
called play smiles because they were first observed by researchers during highly arous-
ing physical play in toddlers (Blurton-Jones, 1972) and juvenile primates (Plooij,
1979; van Hooff, 1972). They are often accompanied by a mock aggressive action
readiness as indicated by biting, calling, yelling, or laughing which may accompany
the mouth opening. Smiles that involve muscle contractions near the eyes may high-
light visual as opposed to tactile forms of relational action readiness. Action readiness
is not the behavior per se but relational feeling to which that behavior contributes.
‘Weeping is not felt as contorted face, sobbing convulsions, and wet eyes only: it is
felt as capitulation, giving up resistance, helpless surrender to one’s helplessness’
(Frijda, 1986, p. 239).
According to social process theory of emotion (Dickson et al., 1997; Fogel et al.,
1992; Fogel, Nwokah, & Karns, 1992), patterns of action readiness are not simply
activated within the individual and directed outward but are partially created and con-
strained by the communicative dynamics. In the case of play smiles, the commu-
nication process—other juveniles in mock fighting postures and in close body
contact—creates opportunities for either play biting or excited vocalizing. At the same
time, the open mouth smiles and vocal expressions enhance and modify the pattern-
ing of the play episode. Bateson (1955) discovered that the presence of play smiles
was sufficient to communicate to partners the message, ‘this is play,’ allowing an
extended non-serious interaction to unfold. No one component of the system—neither
the individual’s experience of action readiness nor the opportunities in the commu-
nicative system—takes precedence and all the components are simultaneously and
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
Infant Smiles and Emotions 499
dynamically changing in relation to each other. Social process theory, therefore,
assumes that the communicative dynamics are an inseparable part of the unfolding
emotion process, not simply a static stimulus.
One functional approach for the study of the emotional meaning of facial expres-
sions in adults is to vary the situational context and observe variations in expressions
(Ginsburg, 1997). In this study, we observe the sequential co-variations of different
infant smiles and communicative action during two common mother-infant games:
peekaboo and tickle. In this paper, we focus on four types of infant smiling: simple,
Duchenne, play, and duplay. Simple smiles are recognized by the contraction of the
lip corners (Ekman, Friesen, & Ancoli, 1980). In Duchenne smiles, lip corner
contraction is accompanied by contractions of the the muscles surrounding both
eyes, producing a raising of the cheeks and crows feet wrinkles at the corners of the
eyes in adults. For adults, Duchenne smiling is more likely when watching pleasant
compared to unpleasant films and is correlated with self-reported amusement,
happiness, excitement, and interest. Simple smiles are not correlated with these vari-
ables. Observers also rate Duchenne smiles as more positive compared to other
smiles. As a result, Duchenne smiles have been called ‘felt’ while simple smiles have
been called ‘false’ (Ekman, Davidson, & Friesen, 1990; Frank, Ekman, & Friesen,
1993).
Infants in the first year produce both Duchenne and non-Duchenne smiles. Some
studies have reported observations of the Duchenne smile in premature newborns
(Oster & Rosenstein, in press), in full term newborns (Emde, McCartney, & Harmon,
1971; Messinger, Dondi, Nelson-Goens, Beghi, Fogel, & Simion, 1998), and at three
weeks (Wolff, 1987). During the first month, Duchenne smiles are relatively rare, and
like most neonatal smiles, occur during sleep.
Between two and three months of age, infant smiles occur during waking states and
they increase in frequency and duration over this period. Early smiles occur in response
to familiar visual and auditory stimuli, such as the mother’s face and voice. By three
months, however, simple stimuli are no longer effective in eliciting smiles. Greeting
routines, social rituals (such as mother-infant face-to-face play) and social games
(such as peekaboo) are required to maintain smiling (Emde & Harmon, 1972; Kaye
& Fogel, 1980; Sroufe, 1995; Wolff, 1987), providing partial support for social process
theory.
Between 2 and 5 months, Duchenne smiles are more likely than non-Duchenne
smiles when mothers smile at infants and when infants gaze at their mothers during
face-to-face play (Fogel et al., 1997; Messinger, Fogel, & Dickson, 1997). Also, infant
simple smiles tend to sequentially precede Duchenne smiles during mother-infant
face-to-face interaction between 2 and 6 months (Messinger, Fogel, & Dickson, 1999).
Ten-month-olds are more likely to Duchenne smile when greeting their mothers after
a brief separation and non-Duchenne smiles are more likely when greeting a stranger
(Fox & Davidson, 1988). Finally, in a study of 12-month-olds, Duchenne smiles are
more likely than other smiles during mother-infant object play and father-infant book
reading (Dickson, Walker, & Fogel, 1997).
These findings suggest that Duchenne smiles in infancy may reflect a form of
heightened enjoyment or delight. Their particular pattern of action involves the whole
face and particularly highlights the eyes. Their pattern of contextual co-occurrence,
as shown in the preceding review of literature, suggests that the emotional meaning
of Duchenne smiling may be related primarily to visual attention to that creates an
action readiness for participation with or enjoyment of familiar persons and routines.
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
500 Alan Fogel, G. Christina Nelson-Goens, Hui-Chin Hsu and Alyson F. Shapiro
In addition to Duchenne smiles, research on infants has found smiles accompanied
by a jaw drop and wide mouth opening, called play smiles1. Play smiles occur in both
infants and adults during intense laughter (Nwokah & Fogel, 1993). Play smiles occur
in similar situations as Duchenne smiles during face-to-face play in the first 6
months—when infants gaze at mother and mother smiles—and they are also more
likely when mothers hold their infants in supported supine or cradled positions
(Messinger et al., 1997). By 12 months and perhaps earlier, play smiles rarely occur
without the addition of orbicularis oculi contraction along with the jaw drop. These
duplay smiles are more likely during physical play with fathers and during book
reading with mothers. During physical play in particular, the mouth opening is accom-
panied by deep inhalation that is pronounced and audible (Dickson et al., 1997).
These findings suggest that infant play and duplay smiles occur in similar visual
situations as Duchenne smiles and that they may also reflect a form of enjoyment
related to touching and being touched. The particular pattern of action is related to
mouth opening. The oral-tactile function of the mouth in early infancy may form a
link between play/duplay smiles and being the recipient of tactile communication. The
action readiness of the infant may be to ‘take in’ the touch with a pronounced inhala-
tion (Dickson et al., 1997). In addition, play and duplay smiles are often accompanied
by vocalization, in particular laughs, squeals, and yells such as those occurring during
physical play. The emotional meaning of these smiles in the first year of life is
unknown.
Both Duchenne and play/duplay smiles tend to occur in temporal sequences with
simple smiles. It may be that these smiles can neither be elicited nor understood
outside of a social process in which they occur in tandem. The research task, there-
fore, is to investigate more systematically the sequential occurrence of different
types of smiling in different social games and at different ages during the first year.
We report on the relationship between smiling, gazing, and maternal action during
two commonly occurring mother-infant social games at 6 and 12 months of age:
peekaboo and tickle. We chose these games because one may address the more visual
action readiness of Duchenne smiles (peekaboo) while the other the more oral-tactile
action readiness of play and duplay smiles (tickle), and because they are relatively
common in the majority of cultures worldwide (Fernald & O’Neill, 1993; van Hoorn,
1987).
Both games have an invariant structure involving setup and climax components. For
peekaboo, setup involves the covering or disappearance of the mother’s face (‘Where’s
mommy(?)’), and climax involves its uncovering or reappearance (‘Peekaboo’). For
tickle, setup involves an approach of the mother’s hands toward the infant’s body (‘I’m
gonna get you’), and climax involves the act of tickling (which may be accompanied
by maternal vocalization). Both games require vision in the setup while in tickle the
modality switches from visual to tactile. The similar invariant structure of the two
games makes it relatively easy to compare smiling across components and between
games.2 Furthermore, both games continue to be played over the second half of the
first year.
Research Approach
The pattern of occurrence of different types of smiles in each type of game (peeka-
boo and tickle), in each component (setup and climax) of the games, and across trials,
would clarify the emotional significance of these smiles during everyday mother-infant
communication. It would also shed light on the way in which different smiles occur
in sequence with respect to the sequential invariants of these social games. In addi-
tion, we also examined how the relationship between smile type, game type, compo-
nent, and trial was affected by variations in infant gaze direction and in the pace of
the game (measured by the duration of the setup and climax components). Our main
goal is to answer the following related questions: Are there different types of positive
emotion in early infancy indexed by different types of smiles? Alternatively, do the
different expressions reflect variations on the same emotion? Is it possible for one type
of smile to reflect different emotions depending upon the sequential communicative
context? We did not have any predictions regarding age differences, gender, or game
order effects.
Methods
Participants
Mother-infant dyads were identified from records of births published in a daily news-
paper in Salt Lake City. Mothers of infants who were approaching 6 or 12 months of
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
502 Alan Fogel, G. Christina Nelson-Goens, Hui-Chin Hsu and Alyson F. Shapiro
age were invited by letter to participate in a study of mother-infant social game
playing. In the 6 month old age group, a total of 57 mother-infant pairs participated
in this study of which 27 (13 males, 14 females) were accepted for analysis. In the 12
month-old age group, a total of 71 mother-infant pairs participated in this study of
which 28 (13 males, 15 females) were accepted for analysis. All the accepted infants
were Caucasian. Infants were excluded from the study due to infant fussiness or failure
to meet our criteria (see next section).
Procedures
Sessions of approximately 15 minutes took place in a carpeted university laboratory
playroom (14¢8≤ ¥ 10¢11≤). Mother and infant sat opposite each other across a child-
size table (13≤ ¥ 19.5≤). Six month-olds who could not sit independently were seat
belted across the waist in the chair. Two of the three cameras containing the best views
of the dyad were mixed by a special effects generator and a digital clock accurate to
one video frame (.03 secs) was superimposed on the videotaped image. One camera
focused on the infant’s upper body and face to facilitate coding facial expressions. The
other camera focused on the mother’s upper body and face.
Mothers were asked to play one peekaboo and one tickle game with their infant.
The order in which tickle and peekaboo games were played was randomly assigned
and counterbalanced across subjects. Each mother was shown videotaped instructions
with a demonstration of an adult playing peekaboo and tickle and asked to
practice each game with the research assistant prior to playing with her infant. In addi-
tion, mothers wore headphones so they could receive instructions from a research
assistant about when to begin playing the first game and when to switch to the other
game.
The criterion for accepting a game was that the infant smiled during two consecu-
tive trials. These became the first two trials of six that were analyzed for this study. A
trial is a sequence of cover (setup) and uncover (climax) for peekaboo games and
looming hands (setup) and tickle (climax) for tickle games. Following the six trials of
the first game, the mother was asked to begin playing the second game. In order to
ensure that we were studying the emotions of infants who were engaged in the games,
dyads were retained in the study if they were able to meet criterion on both games,
and if they were able to continue both games for 6 trials without significant loss of
infant attention and without infant fussiness. Our goal was to study the emotions
related to smiling under contextual conditions that were more or less similar across
dyads and not to study the natural between-dyad variability in mother-infant games.
Mothers also completed a background questionnaire and the Infant Behavior Ques-
tionnaire (IBQ). The IBQ has demonstrated consistent reliability and is significantly
correlated with observed child behavior, especially smiling and positive reactivity
(Rothbart, 1986; Slabach, Morrow, & Wachs, 1991).
Coding
Each coder was instructed to watch the video tape and pause it when a category
changed so they could record the behavior category and time from the digital clock
on the screen. Coding was done on separate passes, each with mutually exclusive and
exhaustive categories (i.e., the offset of the prior category is the onset of the suc-
ceeding category).
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
Infant Smiles and Emotions 503
For both games, one pass was used to code the onset and offset times of compo-
nents (setup and climax). This coding demarcated the times during which smiling and
gazing were coded. The difference between offset and onset times also gives a measure
of pace of maternal game actions. Interrater reliability was assessed for game com-
ponents coding on 14% of the sample. The average Cohen’s kappa, which was calcu-
lated based on a second by second comparison of each coders ratings, was .88. Another
coding pass was used for infant gaze (at mother’s face or away). Interrater reliability
was assessed for approximately 18% of the sample. The average Cohen’s kappa
was .77.
There were three coding passes for infant facial expressions using coders certified
in the Facial Action Coding System (FACS) (Ekman & Friesen, 1978) and trained in
its application to infants (Oster & Rosenstein, in press). The action units of interest
were AU 12 (lip corner raise), AU 6 (cheek raise), and AU 26/27 (jaw drop). Inter-
rater reliability was assessed on approximately 17% of the sample for each modality
of infant facial action. Average kappas for AU 12, AU 6, and AU 26/27 were .79, .81,
and .80 respectively.
Dependent Measures
We defined four different smile types based on co-occurrences of infant facial actions:
simple smile (AU 12 only), Duchenne smile (AU 12 + AU 6), play smile (AU 12 +
AU 26/27), and duplay smile (AU 12 + AU 6 + AU 26/27). Using the time-based
coding, the computer program derived the durations (in seconds) of each game com-
ponent (setup and climax). Because of the variations in the durations of different com-
ponents, the dependent variable was the proportion of the game component taken up
by each smile type and gaze direction category. We refer to these variables as pro-
portional durations.
Preliminary Analyses
Excluded vs. included dyads. Because of the relatively large number of excluded dyads
based on our criteria, we conducted analyses to compare included and excluded groups
on demographic variables. The categorical variables of game order, infant gender,
parent’s marital status, and ethnicity were tested using Chi-square. There were no sig-
nificant differences between groups at either 6 or 12 months. Continuous variables
were tested using multivariate analysis of variance (MANOVA) with three between
subject factors (Acceptance, Age, and Infant’s Gender) and 7 demographic variables
(Mother’s Age, Father’s Age, Number in Family, Number of Siblings, Annual Family
Income, Mother’s Education, Father’s Education) as the dependent variables. No sig-
nificant effects were found. MANOVA was also used to test for whether there were
differences between accepted and rejected dyads in temperamental positivity. Four
questions from the IBQ ask mothers to rate the frequency of smiling and laughter in
their infants. No significant between group differences were found for the infants’s
ratings on these questions.
It is relatively difficult to achieve a consistent patterning of mother-infant play that
sustains positive emotion, at least in the laboratory. Whether subjects were able to do
this did not seem to depend on any demographic differences between them. There is,
it appears, no other way to generate a sufficient sample of infant smiling for scientific
purposes than in the context of these kinds of games, and the maintenance of such
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
504 Alan Fogel, G. Christina Nelson-Goens, Hui-Chin Hsu and Alyson F. Shapiro
games requires two people to be relatively good natured in a highly artificial situation
over a sustained period. Since our criterion for acceptance was to play two games, in
sequence, over a total of 12 trials, the fact that we got close to 50% of the sample to
do this is remarkable.
Effects of gender, game order, and age. We did not expect any effect for age, infant
gender or game order. We ran preliminary analyses on the accepted dyads to examine
potential effects of these factors along with the game-related factors. Repeated-
measures analyses of variance were run with three between-subject factors (Age,
Gender, Game Order) and three within-subject factors (Game, Trial, Game Compo-
nent). Separate analyses were run for the dependent variables of the proportional
duration of infant gaze at mother, and the proportional durations of the four different
types of infant smiles (simple, Duchenne, play, and duplay). No significant main
effects were found for the between subjects factors. Age, Gender, and Game order
were eliminated from further analyses.
Results
Smiling
Proportional durations of each smile type were tested using repeated-measures analy-
ses of variance with three within-subject factors: GAME (peekaboo and tickle), TRIAL
(1 to 6), and COMPONENT (setup and climax). For tests of differences between smile
types, an additional within-subject factor of Smile Type (simple, Duchenne, play, and
duplay) was included in the analysis. Trend (polynomial) nalyses were also conducted
for systematic patterns of change across trials. No significant trend effects were found.
In addition, specific follow-up analyses were done using paired t-tests to compare pro-
portional durations of smile types; setup and climax portions of each trial within each
Notes: Only main effects and significant interaction effects are reported.
* p < .05. ** p < .01. *** p < .001.
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
Infant Smiles and Emotions 505
game; and setup and climax portions between the games. Bonferroni corrections were
made for post-hoc tests in order to control for the inflation of Type I errors. The results
are shown in Table 1 and graphed in Figure 1. No main effects were found and all but
two of the interaction effects were significant.
First, we report the post-hoc comparison tests for differences between games, shown
in Table 2. For the most part there are no significant differences in smiling between
the games during the setup component. The one exception is that infants duplay smile
more during the trial 2 setup of peekaboo compared to tickle. This finding is the only
significant difference out of 24 comparisons for setup trials and thus may be a spuri-
ous result. There is significantly more Duchenne smiling during the climax portion of
tickle games than during the climax portion of peekaboo during the 1st and 3rd trials
and more duplay in tickle climax during the 4th and 6th trials. The tactile game of tickle
is associated with more duplay smiling than visually-oriented peekaboo games. There
is, however, a higher proportional duration of Duchenne smile in tickle climax com-
pared to peekaboo. These results show that Duchenne smiles are more likely during
the early trials of tickle compared to peekaboo games while duplay smiles are more
likely during the later trials.
° Tickle setup Tickle climax Peekaboo setup Peekaboo climax
Trials
Trials
% of Game Component % of Game Component
Trials Trials
Figure 1. Proportional duration of four types of infant smile, expressed as a proportion of each game compo-
nent (setup and climax), graphed as a function of game, game component, and trial.
Table 2. Between game post-hoc comparisons for smile types. The games listed
in the cells of the table (Tic = Tickle; Peek = Peekaboo) are those with a signifi-
cantly higher proportional duration of smiling
Trials
Notes: Using Bonferroni corrections listed are t-values at adjusted significance level of .008,
n = 54.
* p £ .008. ** p £ .001.
Table 3. Within game post hoc comparisons between smile types. The smile
types listed in the cells of the table (Sim = Simple smile, Pla = Play smile, Duc =
Duchenne smile, Dup = Duplay smile) are those with a significantly higher pro-
portional duration
Trials
Notes: Using Bonferroni corrections listed are t-values at adjusted significance level of .008, n = 54.
* p £ .008. ** p £ .001.
Next, we report the results of specific follow-up paired t-tests for comparisons of
trial and game component within games. Table 3 shows the significant pair-wise com-
parisons between smile types within games and components for each trial. During
peekaboo, there is a higher proportional duration of simple compared to play and
duplay smiles during both setup and climax in all but the fourth trial. Only in the 6th
trial is there more Duchenne than duplay smiling. For tickle, simple smiling is not sig-
nificantly different in proportional duration from other smile types. Duchenne and play
smiles predominate over duplay in the first two setup trials. For tickle climax,
Duchenne is higher than duplay during four trials and duplay is higher than play during
four trials.
The next question is whether these within component differences in smile type pro-
portional durations reflect differences between components (within games). Table 4
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
Infant Smiles and Emotions 507
Table 4. Within game post-hoc comparisons for smile types. The components
listed in the cells of the table (Set = Setup; Cli = Climax) are those with a signif-
icantly higher proportional duration of smiling
Trials
Notes: Using Bonferroni corrections listed are t-values at adjusted significance level of .008,
n = 54.
* p £ .008. ** p £ .001.
shows that when Duchenne and duplay smiles occur, they are more likely during the
climax portions of both games compared to the setup portions. No other smile types
differed significantly between components. There are relatively few differences in
smiling between setup and climax for peekaboo. On the other hand, there are more
dramatic differences in smiling between setup and climax for tickle, especially during
the first four trials where both Duchenne and duplay smiles are more likely in the
climax. Consistent with the data in Table 4, there seems to be a buildup of non-simple
smiling during the climax of tickle that culminates in the fourth trial and declines
thereafter.
Observed Expected
Cooccurrence Cooccurrence
Factor Code (in seconds) (in seconds) z-score
GAME Tickle
COMPONENT SETUP
GAZE MOTHER’S FACE
Simple 62.00 90.31 -3.356*
Duchenne 56.00 75.16 -2.472
Play 24.00 26.95 -.621
Duplay 14.00 46.47 -5.259*
GAZE AWAY
Simple 112.00 78.27 +4.236*
Duchenne 58.00 65.14 -.976
Play 33.00 23.35 +2.159
Duplay 18.00 40.27 -3.826*
COMPONENT CLIMAX
GAZE MOTHER’S FACE
Simple 41.00 99.36 -6.663*
Duchenne 91.00 82.69 +1.032
Play 17.00 29.65 -2.566
Duplay 81.00 51.12 +4.658*
GAZE AWAY
Simple 90.00 86.11 +.470
Duchenne 110.00 71.67 +5.042*
Play 19.00 25.69 -1.440
Duplay 88.00 44.30 +7.216*
GAME Peekaboo
COMPONENT SETUP
GAZE MOTHER’S FACE
Simple 129.00 67.84 +8.149*
Duchenne 61.00 56.46 +.659
Play 36.00 20.24 +3.749*
Duplay 42.00 34.90 +1.295
GAZE AWAY
Simple 14.00 58.79 -6.342*
Duchenne 5.00 48.93 -6.780*
Play .00 17.54 -4.444*
Duplay .00 30.25 -5.877*
COMPONENT CLIMAX
GAZE MOTHER’S FACE
Simple 148.00 74.64 +9.394*
Duchenne 118.00 62.12 +7.794*
GAZE Play 49.00 22.27 +6.104*
Duplay 70.00 38.40 +5.539*
AWAY
Simple 24.00 64.68 -5.531*
Duchenne 17.00 53.83 -5.457*
Play 7.00 19.30 -2.988*
Duplay 6.00 33.28 -5.084*
* p < .003.
Discussion
This discussion will have the following form. First we review the findings on the
patterns of occurrence of each different smile with respect to game, component, trial,
gaze direction, and pacing. Next, we return to the main question of the study: do
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
(a)
(b)
Figure 2. Setup (a) and climax (b) phases of one trial of peekaboo. The infant’s facial expression and visual
attention change relatively little across the phases. The infant’s simple smile during setup changes to a slight
Duchenne smile during climax as the lip corners retract and the cheeks raise.
(b)
Figure 3. Setup (a) and climax (b) and (c) phases of one trial of tickle. The infant begins setup with a simple
smile while gazing at mother. In the climax, this changes to a duplay smile, first with looking away from the
mother (b) and then with both looking away, turning the head to the side, and leaning (c). Also in (c), the infant
attempts to push the mother’s hand with her right arm.
(c)
Figure 3. (Cont.)
different infant smiles reflect different positive emotions. Finally, we discuss the limi-
tations of the study and make some concluding remarks. Inferences about emotion are
based on the process of change in facial expression over time—within and across
trials—and between games.
Conclusion
Consistent with dynamic systems and social process theories, our data show that
emotion is part of a communicative process that unfolds over time. Emotion family
members may be connected to each other because they share unique but related roles
in the series of events that constitute the social process for positive emotion. Family
members may differ from each other because they are connected with different
types of action readiness within the particular dynamics of the game. This work may
help us to understand why familiar routines such as social games are necessary to
© Blackwell Publishers Ltd. 2000 Social Development, 9, 4, 2000
518 Alan Fogel, G. Christina Nelson-Goens, Hui-Chin Hsu and Alyson F. Shapiro
generate the varieties of enjoyment indicated by these different smiles. It may be that
there is no other way to achieve these forms of enjoyment outside of the sequential
patterning of the social-relational context.
Our results suggest that emotion is inherently connected with communication,
action readiness for communication, and forms of experience that regulate the indi-
vidual’s changing engagement in the social process. Emotional meanings, at least those
emotions that occur during social games in infants, are therefore dynamic and rela-
tional (Fogel et al., 1992; Frijda, 1986). The infant’s emotions are patterns of relational
action readiness that establish a psychological connection with another person and
reflect the sequential history of that connection: the joys of entering into a shared activ-
ity, of being an active participant, and of creating those pleasures together. Rather than
trying to parse emotion into cause and effect models, or individual and context models,
future research may profit by understanding the co-regulated relational dynamics out
of which particular types of emotions emerge.
Our work taken alone cannot conclusively distinguish the discrete emotion theory
from the social process theory of emotion. Different types of social games would have
to be studied and physiological measures used to evaluate the potential contributions
of emotional intensity. This work does, however, take a concrete step toward creating
a paradigm for the study of social processes and emotion by using highly structured
social patterns and conceptualizing operationalizable comparisons between them
(GAME, COMPONENT, and TRIAL). Regardless of which theory proves to be the
best explanation of emotion, knowledge about emotion and its development is
advanced by the study of its diversity and complexity in ecologically valid situations.
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Notes
1. In young infants, these smiles have also been called open mouth smiles (Messinger et al., 1997) and
gaping smiles (Oster & Rosenstein, in press).
2. Smiling occurs in other games such as patacake, give and take, and bouncing. These games, however,
have a more narrative-like structure without the simple invariants of setup and climax.
Acknowledgements
This work was supported by grants to the senior author from the National Institute of Mental
Health (R01 MH48680 and MH57669). The authors wish to thank the research assistants who
contributed to the coding and data collection, especially Jenny Callao and Jason Knight.