Examining Dog-Human Play PDF
Examining Dog-Human Play PDF
Examining Dog-Human Play PDF
DOI 10.1007/s10071-016-0976-3
ORIGINAL PAPER
Introduction
Recently, a number of biological and behavioural fields,
from comparative psychology to epidemiology to evolutionary biology, have become interested in a subject right
in front of their noses: the domestic dog. Dogs are not only
a common companionan estimated 75 million live in US
homesbut are an increasingly common subject for
scholarly research (Horowitz 2014). At the same time, a
field of study of the interaction of dogs with their most
frequent companion, humans, has emerged. Research
looking at the doghuman dyad is especially fertile in the
investigation of disease and seizure detection, the effect on
human well-being, and the training and use of therapy dogs
(Gadbois and Reeve 2014; Rooney and Bradshaw 2014).
Less thoroughly investigated but potentially just as
useful is the study of the behaviours of dogs and humans in
a daily activity: when they play together. Dogowner play
is a regular feature of many owners interactions. Dog
human play is not homologous with dogdog play (Rooney
et al. 2000), but all social play thus far studied share some
features and results. Play behaviour in general is seen as an
indication of good health, robust development, and positive
affect (Held and Spinka 2011; Rooney and Bradshaw
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Methods
Subjects and data collection
We gathered instances of doghuman playful interaction
through what is described as citizen or participatory
science (Bonney et al. 2014; Hecht and Spicer Rice 2015):
we requested distant participation from dog owners. There
was no fee to participate nor remuneration offered. An
original website was developed (doghumanplay.com:
screenshots in Appendix B of supplementary material) onto
which owners were asked to upload video clips of themselves playing with their dog. Specifically, instructions
directed owners to submit videos from 30 to 60 s long, in
Anim Cogn
Results
After video and other submission errors (including participants failing to attach a video, the video failing to
download from the website, or the video containing an
unreadable file type) were accounted for, there were 187
usable videos of doghuman play. For details of human
affect, 178 bouts were used, as affect could not be determined in 9 bouts in which the owner was out of view. Two
owners submitted more than one video, with different dogs:
one owner submitted four videos; a second owner submitted two videos. Given the different nature of the play
bouts within, these videos were included in analysis.
Characteristics of doghuman play
Coding each play bout by frame-by-frame, video playback
allowed the beginning of characterization of spontaneous
doghuman play. As the manner of play was not specified,
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Number of instances
50
Neutral aect
Posive aect
38
25
13
0
Fetch
Tease
Tug
Type of play
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Table 1 Frequency of word use in the positive- and neutral-affect
bouts, expressed as a percentage of the total words used, and showing
proportion trend
Top forty words in positive-affect bouts listed, with one high-frequency negative-affect bout word appended
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Table 3 Relationship between owner demographics and elements of
play
Play feature
M (SD)
Proximity
Dog professional
0.77 (0.24)
Not professional
0.68 (0.27)
Face-to-face contact
Dog professional
0.67 (0.23)
Not professional
0.58 (0.24)
Proximity
Female
0.69 (0.27)
Male
0.71 (0.27)
Face-to-face contact
Female
Male
Play feature
df
173
-2.13
0.025
155
-2.01
0.046
173
0.41
0.684
155
-0.68
0.500
Discussion
0.62 (0.24)
0.59 (0.24)
n
df
v2
187
4.52
0.104
187
0.13
0.939
187
7.12
0.028
187
0.72
0.699
Physical contact
Dog professional
Not professional
Movement
Dog professional
Not professional
Physical contact
Female/male
Movement
Female/male
The current research extends our knowledge of the behaviours within doghuman play. With this study, a fuller
catalogue of forms of this common ownerdog interaction
has been developed. Previous descriptive inventories generated from observation as well as from owners report
primarily list fetch, tug-of-war, chase, and roughand-tumble/roughhousing play; more extensive studies
of doghuman dyads have added keep-away, search,
object competition, hide-and-seek (Rooney 1999;
Bradshaw et al. 2015), and runaway, as well as various
subroutines within chase, fetch, and object competition
play (Mitchell and Thompson 1991). In the present study, a
new category of play, tease, was seen as often as the
very common fetch and tug.
Possibly, behaviours within tease may serve as play
signals, insofar as they are used to stimulate an unplayful
partner or to increase the intensity of play (Horowitz
2009; Rooney et al. 2001). Indeed, in the coded bouts, it
most often was initiated by the person, occurred at the
beginning of play, and instigated responsive play on the
dogs part.
Play and affect
In addition, given the common claim that play leads to
positive affect in humans, this research undertook to
determine whether different forms of play are associated
with different affective states. Affect was identified
through reliable behavioural indicators. Affect types (positive, neutral, or negative) were discriminable, and each
form of play could then be defined in part by its overall
(human) affect. Not all forms of play were characterized by
positive affect: the owners showed a non-positive, or
neutral, affect in nearly 40 % of the bouts. Of the most
common forms of play, some can be characterized as
involving primarily positive affect (tug, tease), and some as
involving primarily neutral affect (fetch).
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