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.
阅读完整方法
使用免费账户登录即可阅读本节。
方法图谱
相关方法的邻域——选择一个节点以展开探索。
来源
- 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 ↗
如何引用本页
ScholarGate. (2026, June 23). Cyberball Virtual Ball-Toss Ostracism Paradigm. ScholarGate. https://scholargate.app/zh/social-psychology/cyberball-paradigm
选用哪种方法?
将本方法与其最相近的同类并置,并排研读——本馆将书籍铺陈于案上,取舍则由您定夺。
- Bystander Intervention Paradigm社会心理学↔ 比较
- Minimal Group Paradigm社会心理学↔ 比较
- Need to Belong Scale社会心理学↔ 比较