Evidence map›Paper›PMID 37246187›Full record

ArticleScientific reports2023

Exploratory preferences explain the human fascination for imaginary worlds in fictional stories.

Edgar Dubourg, Valentin Thouzeau, Charles de Dampierre, Andrei Mogoutov, Nicolas Baumard

Abstract read
In one paragraph

Article in Scientific reports, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

7 citing papers in PubMed.

  1. Article
  2. Quantifying and explaining the rise of fiction.Evolutionary human sciences · 2025
    Article
  3. Article
  4. A step-by-step method for cultural annotation by LLMs.Frontiers in artificial intelligence · 2024
    Article
  5. Quantifying the scientific revolution.Evolutionary human sciences · 2023
    Article
  6. Article
  7. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Edgar DubourgInstitut Jean Nicod, Département d'études cognitives, Ecole normale supérieure, Université PSL, EHESS, CNRS, Paris, France. edgar.dubourg@gmail.com.ORCID 0000-0002-2162-6526
Valentin ThouzeauInstitut Jean Nicod, Département d'études cognitives, Ecole normale supérieure, Université PSL, EHESS, CNRS, Paris, France.
Charles de DampierreInstitut Jean Nicod, Département d'études cognitives, Ecole normale supérieure, Université PSL, EHESS, CNRS, Paris, France.
Andrei MogoutovInstitut Jean Nicod, Département d'études cognitives, Ecole normale supérieure, Université PSL, EHESS, CNRS, Paris, France.
Nicolas BaumardInstitut Jean Nicod, Département d'études cognitives, Ecole normale supérieure, Université PSL, EHESS, CNRS, Paris, France.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Imaginary worlds are present and often central in many of the most culturally successful modern narrative fictions, be it in novels (e.g., Harry Potter), movies (e.g., Star Wars), video games (e.g., The Legend of Zelda), graphic novels (e.g., One Piece) and TV series (e.g., Game of Thrones). We propose that imaginary worlds are popular because they activate exploratory preferences that evolved to help us navigate the real world and find new fitness-relevant information. Therefore, we hypothesize that the attraction to imaginary worlds is intrinsically linked to the desire to explore novel environments and that both are influenced by the same underlying factors. Notably, the inter-individual and cross-cultural variability of the preference for imaginary worlds should follow the inter-individual and cross-cultural variability of exploratory preferences (with the personality trait Openness-to-experience, age, sex, and ecological conditions). We test these predictions with both experimental and computational methods. For experimental tests, we run a pre-registered online experiment about movie preferences (N = 230). For computational tests, we leverage two large cultural datasets, namely the Internet Movie Database (N = 9424 movies) and the Movie Personality Dataset (N = 3.5 million participants), and use machine-learning algorithms (i.e., random forest and topic modeling). In all, consistent with how the human preference for spatial exploration adaptively varies, we provide empirical evidence that imaginary worlds appeal more to more explorative people, people higher in Openness-to-experience, younger individuals, males, and individuals living in more affluent environments. We discuss the implications of these findings for our understanding of the cultural evolution of narrative fiction and, more broadly, the evolution of human exploratory preferences.

Indexed as

PersonalityVideo GamesHumansMaleNarration

Identifiers

PMID37246187
PMCPMC10225465

What OpenQuestion holds

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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.