Cyberball Paradigm
The Cyberball paradigm, introduced by Williams, Cheung, and Choi in 2000, is the most widely used experimental method for inducing social exclusion in the laboratory. Participants believe they are playing a simple online ball-toss game with two or three other people, who are in fact computer-controlled. In the inclusion condition the participant receives the ball about as often as everyone else; in the exclusion condition the other players throw the ball to each other but, after a few initial throws, stop throwing to the participant entirely, ostracizing them. Despite the triviality and artificiality of the game -- the players are unseen strangers and the ball is virtual -- being excluded reliably threatens four fundamental needs (belonging, self-esteem, control, and meaningful existence) and produces negative mood and a cascade of downstream effects. Cyberball's power, simplicity, and adaptability made it the standard tool for studying the psychology of ostracism and rejection.
出典記録
引用は手法の出典記録からそのままコピーされています。それらからレベルごとの検証は推論されません。
- Williams, K. D., Cheung, C. K. T., & Choi, W. (2000). Cyberostracism: Effects of being ignored over the Internet. Journal of Personality and Social Psychology, 79(5), 748-762. · DOI 10.1037/0022-3514.79.5.748
- Latane, B., & Darley, J. M. (1968). Group inhibition of bystander intervention in emergencies. Journal of Personality and Social Psychology, 10(3), 215-221. · DOI 10.1037/h0026570
キュレーションされた主張
主張は証拠台帳に永続化され、それぞれが独自の評価を持っています。
このビューは、台帳に主張評価がない場合、主張評価を生成しません。
関連手法
手法グラフから生成され、機械が提案した関係として表示されます — 証拠主張は推論されません。