Cyberball: A program for use in research on interpersonal ostracism and acceptance
By Kipling D. Williams, Blair J. Jarvis. Behavior Research Methods, 2006
930 citations recorded by the source corpus.
Subfields: Clinical Psychology, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/8b28d45e96fd2f8fb2dd07f4518dda0b992ef30d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- Maarten Vansteenkiste
- Bart Soenens
- Richard M. Ryan
- Edward L. Deci
- Kipling D. Williams
- R. Sherman
- J. Reeve
- James H. Wirth
In Social Psychology
- Maarten Vansteenkiste
- Bart Soenens
- Richard M. Ryan
- Edward L. Deci
- J. Reeve
- Kipling D. Williams
- W. Lens
- Marylène Gagné
In Sociology and Political Science
- Maarten Vansteenkiste
- Edward L. Deci
- Richard M. Ryan
- Bart Soenens
- J. Rauthmann
- R. Sherman
- Kipling D. Williams
- D. Funder
Citations in the corpus
- Building a science of motivated persons: Self-determination theory’s empirical approach to human experience and the regulation of behavior. (2021, background): “Legate, DeHaan, Weinstein and Ryan (2013) asked participants to inflict social pain on an experimental confederate by excluding that person in a cyberball paradigm (Williams & Jarvis, 2006).”
- Psychobiological Mechanisms Underlying the Social Buffering of the HPA Axis: A Review of Animal Models and Human Studies across Development (2013, methodology): “The social rejection paradigm used in this study is called Cyberball, and it is frequently used in a neuroimaging environment (Williams, Cheung, & Choi, 2000; Williams & Jarvis, 2006).”
- The psychological sting of stigma: The costs of attributing ostracism to racism (2010, methodology): “The Cyberball game (based on Williams, Cheung, & Choi, 2000; Williams & Jarvis, 2006) used for this study was designed to be maximally involving.”
- Why and how to use virtual reality to study human social interaction: The challenges of exploring a new research landscape (2018, background): “Virtual games such as Cyberball (Williams & Jarvis, 2006) or multi-round economic games (Hampton, Bossaerts, & O’Doherty, 2008; Yoshida, Seymour, Friston, & Dolan, 2010) in which participants play against an algorithm fall on the lower left of the plot (Figure 2E).”
- The Confronting Prejudiced Responses (CPR) Model: Applying CPR in Organizations (2008, background): “Williams and colleagues (see Williams & Jarvis, 2006) developed Cyberball, a virtual ball-tossing game, to examine the effects of social acceptance ver us exclusion.”
- The effect of social exclusion on consumer preference for anthropomorphized brands (2017, methodology): “P Participants first performed a Cyberball game (Williams et al., 2000; Williams & Jarvis, 2006) that has been widely used to manipulate social exclusion versus social inclusion.”
- Principles of Situation Research: Towards a Better Understanding of Psychological Situations (2015, background): “For example, researchers may define a ‘social exclusion situation’ by manipulating ball receipt in a Cyberball game (Williams & Jarvis, 2006) and tracking people’s affective and behavioural responses.”
- Chronic social exclusion and evidence for the resignation stage (2017, methodology): “We measured resignation stage outcomes right after the manipulation; previous research showed that the effect of Cyberball are strongest immediately after the game and they tend to decrease within minutes of the end of the game (Hartgerink et al., 2015; see also Williams & Jarvis, 2006).”
- Mindsets That Promote Resilience: When Students Believe That Personal Characteristics Can Be Developed (2012, methodology): “We did so through a standardized task in which students experienced exclusion during a virtual game of catch that they believed they were playing with two peers (the “Cyberball” paradigm; Williams & Jarvis, 2006).”
- The effects of peer ostracism on children's cognitive processes (2012, methodology): “In this study ostracism was simulated experimentally using the Cyberball paradigm (Williams et al., 2000; Williams & Jarvis, 2006)—a computer-based ball-throwing game that participants believed they were playing with two peers over the internet.”
- Collective Narcissism: Political Consequences of Investing Self‐Worth in the Ingroup’s Image (2019, background): “In reality, avatars are preprogramed to include or exclude participants (Williams & Jarvis, 2006).”