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Emotion classification, the means by which one may distinguish or contrast one emotion from another, is a contested issue in emotion research and in affective science. Researchers have approached the classification of emotions from one of two fundamental viewpoints: [ citation needed ]
Emotion Attribution: Prinz suggests that emotions are recognized through a process of attributing specific emotional states to oneself and others based on observed or perceived cues. These cues can include facial expressions, body language, vocal tone, and context.
Petrification — The power to turn a living being to stone by looking them in the eye. Phytokinesis — The ability to control plants with one's mind. [citation needed] Prophecy (also prediction, premonition, or prognostication) — the ability to foretell events without using induction or deduction from known facts. [7]
Traditionally, those included happiness, surprise, fear, disgust, anger and sadness - but after observing reactions to faces exemplifying those emotions, researchers now say there's some overlap.
It should only contain pages that are Emotions or lists of Emotions, as well as subcategories containing those things (themselves set categories).
Moreover, emotions can affect larger social entities such as a group or a team. Emotions are a kind of message and therefore can influence the emotions, attributions and ensuing behaviors of others, potentially evoking a feedback process to the original agent. Agents' feelings evoke feelings in others by two suggested distinct mechanisms:
Emotions are subjective experiences, often associated with mood, temperament, personality, and disposition. Articles about specific emotional states should be placed in Category:Emotions or one of its subcategories.
In the first "The Sims", which was released in early 2000, your Sim was able to gauge their feelings on six different attributes: Hunger, Comfort, Hygiene, Bladder, Room, Fun, Energy, and Social.