In an experiment by Zadro, Williams, and Richardson (2004), participants learned to play a simple game of
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- In an experiment by Zadro, Williams, and Richardson (2004), participants learned to play a simple game of "Cyberball" with other participants on a computer. Cyberball is a simple, dumb game. It is simply a game of "catch" with two other participants (see graphic below). In reality, the other two players are not real - they are automated. The automated players are programed to include the participant in the game of catch for several rounds (left image below) and then eventually exclude the participant (right image). Incredibly (given that the game is so simple and dumb), several studies have shown that being excluded in this way hurts people's feelings. Specifically, in this study (Zadro et al., 2004), post-Cyberball self-esteem scores were significantly lower than pre-Cyberball self-esteem scores.
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