FIGURE 6.6
Kip Williams’s Cyberball Game
In his studies of ostracism, Williams and colleagues (e.g., Zadro et al., 2004) had participants start playing this cyber game of catch with what they believed were two other participants. Soon after, the other two players’ avatars stopped throwing the ball to the participant’s avatar, thereby creating an intense feeling of being ostracized.
[Courtesy Professor Kipling D. Williams, Purdue University]