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Interaction Lab 
(#ixlab) 
“WHEN THE BALL 
STOPS, THE FUN STOPS 
TOO” 
Bowman · Kowert · Cohen
ABSTRACT 
Video games have long been understood as an entertaining and popular medium, 
and recent work has suggested that at least part of their appeal rests in their ability 
to foster feelings of sociability and belonging with others. From this, we expected 
that following an episode of social ostracism, playing video games with other people 
would be an enjoyable experience due the game’s ability to restore one’s social 
needs. However, in a 2 (social inclusion vs. social ostracism) x 2 (choosing to play 
alone vs. co-playing) quasi-experimental design, individuals who were socially 
ostracized in a ball tossing game reported no deficit in their subsequent enjoyment 
of the video game- reporting above-average enjoyment - while individuals who were 
socially included reported significantly lower enjoyment when playing alone 
compare to all other conditions. These effects held, controlling for individual sex, 
trait need for belonging, video game self-efficacy, and individual performance at the 
game. These results ran counter to predictions regarding the socially restorative 
power of video games following a social ostracism episode, and offer insight into 
how social scenarios might foster expectations of entertainment media products. 
Interaction Lab 
(#ixlab)
BACKGROUND 
• Video games are a 
decidedly social 
endeavor 
• Coplaying makes up 
~ 60 to 75% of all 
gaming experiences 
Interaction Lab 
(#ixlab)
BACKGROUND 
• Gaming and sociability 
– Games as “third spaces of 
discourse” 
– Extraverts prefer gaming 
– Gaming fosters relatedness 
– Interdependence (from 
gaming) fosters transactive 
memory 
Interaction Lab 
(#ixlab)
BACKGROUND 
• Social inclusion is key to 
psychological well-being… 
• …and media usage 
(including video games) 
is linked to social inclusion 
Interaction Lab 
(#ixlab)
BACKGROUND 
• Social ostracism 
triggers a need-threat 
cognitive model… 
• …which leads to a 
drive to restore social 
needs via social 
monitoring (such as 
seeking opportunities 
for inclusion) 
Interaction Lab 
(#ixlab)
Research questions 
considered the impact of 
(RQ1) performance on 
enjoyment and (RQ2) need 
for belonging on both game 
choice and enjoyment 
HYPOTHESES 
• (H1) Socially ostracized individuals are more 
likely to select co-playing game scenarios than 
socially included individuals. 
• (H2a) individuals choosing to play with others 
should enjoy the experience more than 
individuals choosing to play alone 
• (H2b) socially ostracized individuals should 
enjoy co-playing significantly more than socially 
included individuals. 
Interaction Lab 
(#ixlab)
METHOD 
• N = 88 (n = 54 male, 21.25 years, 75% White) 
• Random assignment to social ostracism (n = 40) 
or ostracism (n = 48) setting 
• Option to play video game for three rounds 
• Post-treatment measures of need for belonging, 
video game self-efficacy, video game enjoyment 
(scalar); perceived closeness (graphical) 
Interaction Lab 
(#ixlab)
OSTRACISM 
We used a modified live version of Kip 
Williams “ball toss” task. 
• 90% of included participants said 
“we” threw ball 
• 100% of ostracized participants said 
“they” threw ball 
• Closeness scores higher for included 
(~5.40) than ostracized (~2.50) 
participants 
Interaction Lab 
(#ixlab)
VIDEO GAME 
Player chose to 
watch, play CPU, or 
play another (online 
or co-located) for 
three rounds. Player 
always chose “Ryu” 
to control for avatar 
identification.
Increased need for 
belonging (trait) led 
to a likelihood to 
play with others (B = 
-.353), but only for 
those socially 
included. 
RESULTS 
• H1: Game selection; not confirmed 
Alone Co-Play 
Isolated 
(binomial p = .608) 
15a 19a 
Included 
(binomial p = .043) 
27a 13b 
χ2(1) = 4.09, p = .043 
Interaction Lab 
(#ixlab)
Enjoyment 
impacted by 
performance, 
game choice (co-play) 
and game 
self-efficacy – but 
only for those 
socially included. 
RESULTS 
• H2: Enjoyment highest when co-playing 
(5.23) than alone (4.69), t(72) = 2.13, p = .037 
Interaction Lab 
(#ixlab) 
Alone Co-Play 
Isolated 
t(32) = .237, p = 
.814 
5.10a 5.19a 
Included 
t(35.40) = 2.72, p = 
= .010 
4.46b 5.29a
DISCUSSION 
• We expected ostracism to lead to 
a desire for social interaction… 
• …but we found that inclusion 
lead to 
a) a desire to play alone 
b) diminished enjoyment when 
making this choice! 
Interaction Lab 
(#ixlab) 
What’s happening? 
(a) Contrast effects, 
such that being 
included first may 
have provided an 
anchoring bias 
regarding the 
activity 
(b) Ostracized folks 
might become 
asocial rather than 
hypersocial 
the ostracism event
FUTURE RESEARCH 
• Closer examination of affective dimensions of 
ostracism 
• Context-specific perceptions of ostracism 
• Cooperative vs. competitive tasks 
• Variations of interdepencence and task 
demand 
Interaction Lab 
(#ixlab)
FOR MORE INFORMATION 
http://comm.wvu.edu 
/fs/research/lab 
Nick Bowman, Ph.D. [CV] 
Twitter (@bowmanspartan) 
Skype (nicholasdbowman) 
nicholas.bowman@mail.wvu.edu 
Interaction Lab 
(#ixlab)

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When the ball stops, the fun stops too: The impact of social inclusion on video game enjoyment.

  • 1. Interaction Lab (#ixlab) “WHEN THE BALL STOPS, THE FUN STOPS TOO” Bowman · Kowert · Cohen
  • 2. ABSTRACT Video games have long been understood as an entertaining and popular medium, and recent work has suggested that at least part of their appeal rests in their ability to foster feelings of sociability and belonging with others. From this, we expected that following an episode of social ostracism, playing video games with other people would be an enjoyable experience due the game’s ability to restore one’s social needs. However, in a 2 (social inclusion vs. social ostracism) x 2 (choosing to play alone vs. co-playing) quasi-experimental design, individuals who were socially ostracized in a ball tossing game reported no deficit in their subsequent enjoyment of the video game- reporting above-average enjoyment - while individuals who were socially included reported significantly lower enjoyment when playing alone compare to all other conditions. These effects held, controlling for individual sex, trait need for belonging, video game self-efficacy, and individual performance at the game. These results ran counter to predictions regarding the socially restorative power of video games following a social ostracism episode, and offer insight into how social scenarios might foster expectations of entertainment media products. Interaction Lab (#ixlab)
  • 3. BACKGROUND • Video games are a decidedly social endeavor • Coplaying makes up ~ 60 to 75% of all gaming experiences Interaction Lab (#ixlab)
  • 4. BACKGROUND • Gaming and sociability – Games as “third spaces of discourse” – Extraverts prefer gaming – Gaming fosters relatedness – Interdependence (from gaming) fosters transactive memory Interaction Lab (#ixlab)
  • 5. BACKGROUND • Social inclusion is key to psychological well-being… • …and media usage (including video games) is linked to social inclusion Interaction Lab (#ixlab)
  • 6. BACKGROUND • Social ostracism triggers a need-threat cognitive model… • …which leads to a drive to restore social needs via social monitoring (such as seeking opportunities for inclusion) Interaction Lab (#ixlab)
  • 7. Research questions considered the impact of (RQ1) performance on enjoyment and (RQ2) need for belonging on both game choice and enjoyment HYPOTHESES • (H1) Socially ostracized individuals are more likely to select co-playing game scenarios than socially included individuals. • (H2a) individuals choosing to play with others should enjoy the experience more than individuals choosing to play alone • (H2b) socially ostracized individuals should enjoy co-playing significantly more than socially included individuals. Interaction Lab (#ixlab)
  • 8. METHOD • N = 88 (n = 54 male, 21.25 years, 75% White) • Random assignment to social ostracism (n = 40) or ostracism (n = 48) setting • Option to play video game for three rounds • Post-treatment measures of need for belonging, video game self-efficacy, video game enjoyment (scalar); perceived closeness (graphical) Interaction Lab (#ixlab)
  • 9. OSTRACISM We used a modified live version of Kip Williams “ball toss” task. • 90% of included participants said “we” threw ball • 100% of ostracized participants said “they” threw ball • Closeness scores higher for included (~5.40) than ostracized (~2.50) participants Interaction Lab (#ixlab)
  • 10. VIDEO GAME Player chose to watch, play CPU, or play another (online or co-located) for three rounds. Player always chose “Ryu” to control for avatar identification.
  • 11. Increased need for belonging (trait) led to a likelihood to play with others (B = -.353), but only for those socially included. RESULTS • H1: Game selection; not confirmed Alone Co-Play Isolated (binomial p = .608) 15a 19a Included (binomial p = .043) 27a 13b χ2(1) = 4.09, p = .043 Interaction Lab (#ixlab)
  • 12. Enjoyment impacted by performance, game choice (co-play) and game self-efficacy – but only for those socially included. RESULTS • H2: Enjoyment highest when co-playing (5.23) than alone (4.69), t(72) = 2.13, p = .037 Interaction Lab (#ixlab) Alone Co-Play Isolated t(32) = .237, p = .814 5.10a 5.19a Included t(35.40) = 2.72, p = = .010 4.46b 5.29a
  • 13. DISCUSSION • We expected ostracism to lead to a desire for social interaction… • …but we found that inclusion lead to a) a desire to play alone b) diminished enjoyment when making this choice! Interaction Lab (#ixlab) What’s happening? (a) Contrast effects, such that being included first may have provided an anchoring bias regarding the activity (b) Ostracized folks might become asocial rather than hypersocial the ostracism event
  • 14. FUTURE RESEARCH • Closer examination of affective dimensions of ostracism • Context-specific perceptions of ostracism • Cooperative vs. competitive tasks • Variations of interdepencence and task demand Interaction Lab (#ixlab)
  • 15. FOR MORE INFORMATION http://comm.wvu.edu /fs/research/lab Nick Bowman, Ph.D. [CV] Twitter (@bowmanspartan) Skype (nicholasdbowman) nicholas.bowman@mail.wvu.edu Interaction Lab (#ixlab)