Davis & Panksepp (2011)
Davis & Panksepp (2011)
Davis & Panksepp (2011)
Review
Department of Psychology, The University of North Carolina at Charlotte, Charlotte, NC 28223-0001, USA
Department of Veterinary and Comparative Anatomy, College of Veterinary Medicine, Washington State University, Pullman, WA 99164-6520, USA
a r t i c l e
i n f o
Keywords:
Personality
Affective neuroscience
Five Factor Model
Subcortical brain emotion systems
Affective neuroscience
Affective Neuroscience Personality Scales
a b s t r a c t
Six of the primary-process subcortical brain emotion systems SEEKING, RAGE, FEAR, CARE, GRIEF and
PLAY are presented as foundational for human personality development, and hence as a potentially
novel template for personality assessment as in the Affective Neurosciences Personality Scales (ANPS),
described here. The ANPS was conceptualized as a potential clinical research tool, which would help
experimentalists and clinicians situate subjects and clients in primary-process affective space. These
emotion systems are reviewed in the context of a multi-tiered framing of consciousness spanning from
primary affect, which encodes biological valences, to higher level tertiary (thought mediated) processing. Supporting neuroscience research is presented along with comparisons to Cloningers Temperament
and Character Inventory and the Five Factor Model (FFM). Suggestions are made for grounding the internal structure of the FFM on the primal emotional systems recognized in affective neuroscience, which
may promote substantive dialog between human and animal research traditions. Personality is viewed
in the context of Darwinian continuity with the inherited subcortical brain emotion systems being
foundational, providing major forces for personality development in both humans and animals, and
providing an affective infrastructure for an expanded ve factor descriptive model applying to normal
and clinical human populations as well as mammals generally. Links with ontogenetic and epigenetic
models of personality development are also presented. Potential novel clinical applications of the CARE
maternal-nurturance system and the PLAY system are also discussed.
2011 Elsevier Ltd. All rights reserved.
Contents
1.
2.
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4.
5.
Corresponding author. Tel.: +1 336 379 9828; fax: +1 336 379 9835.
E-mail address: ken@pegasusintl.com (K.L. Davis).
0149-7634/$ see front matter 2011 Elsevier Ltd. All rights reserved.
doi:10.1016/j.neubiorev.2011.04.004
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Disagree Agree
Str Disagree
Str Agree
47321
Copyright 2004, Kenneth L. Davis, Ph.D., Jaak Panksepp, Ph.D., Pegasus International, Inc. All rights reserved.
Fig. 1. (a) Affective Neuroscience Personality Scale 2.4 items and response scale. The ANPS items are arranged in fourteen blocks using the following item sequence: SEEK,
FEAR, CARE, ANGER, PLAY, SADNESS as described in Appendix A. (b) ANPS continued: see description in above gure legend and Appendix A.
or
Disagree
Str Disagree
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Agree
Str Agree
57. I am usually not interested in solving problems and puzzles just for the sake of solving them.
58. My friends would say that it takes a lot to frighten me.
59. I would generally consider pets in my home to be more trouble than they are worth.
60. People who know me well would say I almost never become angry.
61. I do not particularly enjoy kidding around and exchanging "wisecracks."
62. It does not particularly sadden me when friends or family members are disapproving of me.
63. My sense of significance and purpose in life does not come from my spiritual beliefs.
64. I have never "played sick" to get out of something.
65. My curiosity often drives me to do things.
66. I often worry about the future.
67. I feel sorry for the homeless.
68. I tend to get irritated if someone tries to stop me from doing what I want to do.
69. I am very playful.
70. I tend to think about losing loved ones often.
71. Feeling a connection with the rest of humanity motivates me to make more ethical choices.
72. When I play games, I do not mind losing.
73. I rarely feel the need just to get out and explore things.
74. There are very few things that make me anxious.
75. I do not like to feel "needed" by other people.
76. I rarely get angry enough to want to hit someone.
77. I do not tend to see the humor in things many people consider funny.
78. I rarely have the feeling that I am close to tears.
79. The goals I set for myself are not influenced by my spirituality.
80. There have been times in my life when I was afraid of the dark.
81. Whenever I am in a new place, I like to explore the area and get a better feel for my surroundings.
82. I often worry about whether I am making the correct decision.
83. I am the kind of person that likes to touch and hug people.
84. When things do not work out the way I want, I sometimes feel like kicking or hitting something.
85. I like all kinds of games including those with physical contact.
86. I frequently feel downhearted when I cannot be with my friends or loved ones.
87. Spiritual inspiration helps me transcend my limitations.
88. I am not satisfied unless I can stay ahead of my peers.
89. I am not the kind of person that likes probing and investigating problems.
90. I rarely worry about my future.
91. I do not especially want people to be emotionally close to me.
92. I hardly ever become so angry at someone that I feel like yelling at them.
93. I do not frequently ask other people to join me for fun activities.
94. I rarely think about people or relationships I have lost.
95. My choices are not guided by a sense of connectedness with all of life.
96. I have never intentionally told a lie.
97. I often feel like I could accomplish almost anything.
98. I often feel nervous and have difficulty relaxing.
99. I am a person who strongly feels the pain of other people.
100. Sometimes little quirky things people do really annoy me.
101. I see life as being full of opportunities to have fun.
102. I am a person who strongly feels the pain from my personal losses.
103. When working on a project, I like having authority over others.
104. Being embarrassed or looking stupid are among my worst fears.
105. I am not an extremely inquisitive person.
106. I almost never lose sleep worrying about things.
107. I am not particularly affectionate.
108. When people irritate me, I rarely feel the urge to say nasty things to them.
109. Playing games with other people is not especially enjoyable for me.
110. It would not bother me to spend the holidays away from family and friends.
111. Striving to be better than my peers is not important for me.
112. Fear of embarrassment often causes me to avoid doing things or speaking to others.
47321
mdanps24
Copyright 2004, Kenneth L. Davis, Ph.D., Jaak Panksepp, Ph.D., Pegasus International, Inc. All rights reserved.
Fig. 1. (Continued ).
3.2.1. Conscientiousness
Conscientiousness was the only FFM dimension that did
not correlate strongly with the ANPS. Lower correlations with
ANGER (r = .30), FEAR (r = .24), and SADNESS (r = .30) suggested that while Conscientiousness may be associated with the
regulation of negative affects, it seems unlikely that a single
primary brain affect serves as the foundation for Conscientiousness. From animal FFM studies, Conscientiousness only appeared
1952
Table 1
ANPS Scale correlations with Five Factor Model scales.
PLAY
SEEK
CARE
FEAR
ANGER
SADNESS
Spirituality
Extraversion
Agreeableness
Conscientiousness
Emotional stability
Openness to experience
.46*
.13
.25
.19
.04
.21
.15
.29*
.01
.50*
.17
.48*
.13
.26*
.00
.01
.12
.24
.30*
.30*
.14
.12
.01
.07
.75*
.65*
.68*
.09
.13
.47*
.06
.05
.08
.00
.17
Student sample: n = 170 (50 males, 121 females).The Five Factor Model was measured using Goldberg (1992) adjectives, selecting 14 markers for each Big Five dimension
(data adapted from Davis et al., 2003).
*
p < .001, two-tailed.
1953
1954
1955
In addition to the importance of the CARE system being displayed by therapists, the PLAY system could have powerful and
underutilized therapeutic effects as well (Panksepp, 2009). Activating the PLAY system requires the bodily vigor, spontaneity, and
creativity of real rough-and-tumble PLAY, which may be most
easily applicable to children. There is good reason to believe that
one of the main functions of the PLAY system is the epigenetic construction of the social brain (Panksepp, 2007b, 2008). Play deprived
human children, just like other mammalian young, develop heightened motivations to play. In humans, this can result in receiving
psychostimulant drugs, which are effective inhibitors of physical
play urges. Animal models conrm that ADHD impulsivity can be
reduced with rough-and-tumble play during early development
(Panksepp et al., 2003). Ample physical play time for children may
be one of the best ways to protect them against ADHD as well as
depression.
While adult brains are not as plastic as those of children, playfulness can be a valuable resource for redirecting adults onto a
more adaptive life track. Robust physical activity by itself may be as
effective an antidepressant as the medications that dampen emotionality (see Watt and Panksepp, 2009). Play urges in adults may
be reenergized by physical activities like sports or dance accompanied by music that stimulates the rhythmic motor impulses of the
body (Panksepp and Trevarthen, 2009).
7. Summary of affective neuroscience perspectives on the
foundations of personality
Our scientic understanding of personality began with Darwin
and McDougal with their focus on emotion and instinct and the
recognition that the differences between humans and their nonhuman ancestors were of degree and not of kind.
In one sense, affective neuroscience helps reconnect personality theory back to our evolutionary roots by showing how closely
our personalities are linked to the ancestral affective forces we
share with other mammals and by relating psychopathology to
disturbances in the primary emotional subcortical brain systems.
Effective treatment of behavioral disorders, and long-term therapeutic change, lies in the sensitive exploration of troubling feelings
and reactive patterns and perhaps not as much in changing distorted cognitions. Consequently, recognizing that our emotional
instincts are fundamentally action systems suggests the importance of incorporating bodily activity into therapy. If a person
is frozen in an emotional state, getting them to move around
and physically interact with the therapists may help promote a
shift in affective balance. After all we are dynamically embodied creatures, whose emotionality is closely linked to motor
action systems. In adult psychotherapy, the PLAY system may
have considerable untapped potential for helping patients reintegrate troublesome emotional experiences towards more adaptive
and emotionally comfortable affective trajectories. For many
people, bringing the body and emotional actions on to the therapeutic eld, may open up many opportunities for change that
would not exist as long as therapy consists largely of talking
heads.
An exploration of cross-species, primary-process emotional
systems of the brain suggests that the FFM itself needs further clarication. Combining the key affective dimensions of FEAR, ANGER,
and SADNESS into a general Neuroticism factor detracts from their
unique contributions to personality expression and mental disorder. Furthermore, ANGER and CARING need to remain distinct
dimensions rather than fusing them onto opposite poles of a scientically confusing Agreeableness factor. One advantage of distinct
emotional dimensions is their underlying unipolar nature, interactive though they are with other emotions, and having separate
dimensions for the ANGER and CARE systems might contribute
1956
Using this 4-point scale with 1 for Strongly Agree and 4 for
Strongly Disagree (but computing scores equivalent to hand scoring above with a base score of 0) the following formulas were used
for computer scoring the 6 primary ANPS scales plus Spirituality:
SEEK score = (+21 ans1 ans17 ans33 ans49 ans65 ans81
ans97 +ans9 +ans25 +ans41 +ans57 +ans73 +ans89 +ans105).
FEAR score = (+21 ans2 ans18 ans34 ans50 ans66 ans82
ans98 +ans10 +ans26 +ans42 +ans58 +ans74 +ans90 +ans106).
CARE score = (+21 ans3 ans19 ans35 ans51 ans67 ans83
ans99 +ans11 +ans27 +ans43 +ans59 +ans75 +ans91 +ans107).
ANGER score = (+21 ans4 ans20 ans36 ans52 ans68
ans84 ans100 +ans12 +ans28 +ans44 +ans60 +ans76 +ans92
+ans108).
PLAY score = (+21 ans5 ans21 ans37 ans53 ans69 ans85
ans101+ans13 +ans29 +ans45 +ans61 +ans77 +ans93 +ans109).
SADNESS score = (+21 ans6 ans22 ans38 ans54 ans70
ans86 ans102 +ans14 +ans30 +ans46 +ans62 +ans78 +ans94
+ans110).
Spirituality score = (+18 ans7 ans23 ans39 ans55 ans71
ans87 +ans15 +ans31 +ans47 +ans63 +ans79 +ans95).
Algebraically, the hand scoring and computer scoring procedures are identical.
Copyright 2004, Kenneth L. Davis, Ph.D., Jaak Panksepp, Ph.D.,
Pegasus International, Inc. All rights reserved.
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