# We Do Not Anthropomorphize a Robot Based Only on Its Cover: Context Matters too!
## 6 Conclusions  
As we have seen in this review, human individuals generally tend to attribute human characteristics to robots. Despite the wide methodological differences observed in the literature, we can argue that several factors influence anthropomorphism: robotic, situational, and human factors. The main effects are summarized in Table 4.  
We have seen that many studies focus on the appearance of robots to explain the tendency of individuals to attribute human characteristics to them. However, other factors of the robot can influence their perception. Among the robotic factors, in addition to the robot's appearance, its voice, its behavior, and the quality of its movements also modulate the way it is perceived. Moreover, the context of the interaction plays a crucial role. Taking into account situational factors related to the interaction setting (anthropomorphic framing, the role held by the robot, its autonomy, the frequency of interaction) and human factors related to the user (age, gender, personality, culture, and others) seems, therefore, essential in the study of anthropomorphism. Robotic factors are mostly related to the design of the robot: anthropomorphism varies according to the appearance, voice, behavior, and movement quality of the robot. Anthropomorphizing robots (i.e., giving them a human-like form, which encourages individuals to anthropomorphize) generates three types of effects: i) effects on the quality of interaction, j) effects on the perception of the robot, and k) effects on the attribution of mental states. The robot's human appearance facilitates interactions [36; 246], especially by increasing fun [75], engagement [55; 79; 247], and cooperation during interaction [4; 22; 80]. Anthropomorphization also impacts the perception of robots. They are more appreciated, deemed more believable [22], and more intelligent [73; 75]. Finally, humans show more empathy toward these robots [65; 81], adopt their point of view more [26], and attribute more mental abilities to them [17; 34; 68; 78]. Children also attribute more cognitive skills to human-like robots [67; 77]. Nevertheless, robots that strongly resemble humans can cause feelings of discomfort in users; this is a phenomenon called the uncanny valley [45; 212]. Individuals value these robots less [73; 215] and rate them as less trustworthy [218]. In children aged 9 and older, the sense of discomfort induced by highly human-like robots is similar to that of adults [69; 226], but the age of emergence of the phenomenon remains unclear. Among robotic factors, the elements that also play a crucial role are the voice, the behavior, and the movement quality. Individuals cooperate more with a robot (NAO) when its voice expresses emotions [113] and report more enjoyment from a robot with a human voice [95; 109; 110]. The robot is also more appreciated when it shows friendly behavior [36], animated behavior [98], and interactive behavior [100; 102], as well as natural movements [105]. Robotic factors are, therefore, very important in human-robot interactions since they affect acceptance and anthropomorphism. However, other factors also have an impact on anthropomorphism: situational and human factors. Situational factors refer to the way the robot is presented in the interaction situation. Anthropomorphism varies according to the framing of the interaction, the role of the robot, the frequency and duration of the interaction, and the degree of autonomy. When a robot is presented in a human way (for example, by giving it a name or a personal story) individuals show more empathy and indulgence toward it [65; 137] and find it more attractive [139; 143]. A robot that is assigned mental abilities is rated as more socially intelligent [147] and more trustworthy [140; 144], and individuals show an increased desire to interact with it [136]. Children also trust a robot (NAO) more when it appears to have human psychological capabilities [40; 202]. The role filled by the robot also modulates its perception.