24 research outputs found
A Comparative Event-Related Potential Study
The phenomenon of social exclusion can be investigated by using a virtual
ball-tossing game called Cyberball. In neuroimaging studies, structures have
been identified which are activated during social exclusion. But to date the
underlying mechanisms are not fully disclosed. In previous
electrophysiological studies it was shown that the P3 complex is sensitive to
exclusion manipulations in the Cyberball paradigm and that there is a
correlation between P3 amplitude and self-reported social pain. Since this
posterior event-related potential (ERP) was widely investigated using the
oddball paradigm, we directly compared the ERP effects elicited by the target
(Cyberball: “ball possession”) and non-target (Cyberball: “ball possession of
a co-player) events in both paradigms. Analyses mainly focused on the effect
of altered stimulus probabilities of the target and non-target events between
two consecutive blocks of the tasks. In the first block, the probability of
the target and non-target event was 33% (Cyberball: inclusion), in the second
block target probability was reduced to 17%, and accordingly, non-target
probability was increased to 66% (Cyberball: exclusion). Our results indicate
that ERP amplitude differences between inclusion and exclusion are comparable
to ERP amplitude effects in a visual oddball task. We therefore suggest that
ERP effects–especially in the P3 range–in the Oddball and Cyberball paradigm
rely on similar mechanisms, namely the probability of target and non-target
events. Since the simulation of social exclusion (Cyberball) did not trigger a
unique ERP response, the idea of an exclusion-specific neural alarm system is
not supported. The limitations of an ERP-based approach will be discussed
Bürgerwissenschaftliche Forschungsansätze in Medizin und Gesundheitsforschung: ausgewählte Begriffe mit Fokus auf den Beteiligungsgrad
In den Bürgerwissenschaften, auch bekannt unter dem englischen Begriff Citizen Science, existiert eine Vielzahl an Forschungsansätzen und Methoden. Während diese in vielen wissenschaftlichen Disziplinen gut etabliert sind, finden sich augenscheinlich relativ wenige davon in der medizinischen und Gesundheitsforschung. Allerdings zeigt ein Blick in die Praxis, dass bürgerwissenschaftliche Ansätze in der Medizin und Gesundheitsforschung durchaus praktiziert werden, jedoch häufig unter anderen Namen. Der Artikel bietet aus interdisziplinärer Perspektive einen (selektiven) Überblick über Begriffe, reflektiert diese und die dahinterstehenden Methoden und diskutiert sie vergleichend. Im Fokus steht dabei der Grad der Beteiligung der Bürger*innen bzw. Patient*innen an wissenschaftlicher Forschung.In citizen science, a variety of research approaches and methods exist. While these are well established in many scientific disciplines, there are apparently relatively few of them in medical and health research. However, a glance at practice shows that citizen science approaches are indeed practiced in medical and health research, but often under different names. The paper therefore provides a (selective) overview of these terms, reflects on them and the methods behind them, and discusses them comparatively from an interdisciplinary perspective. The focus is on the degree of active participation of citizens and patients in research
Electrophysiological correlates of social exclusion and inclusion in the Cyberball paradigm
Das Paradigma, das am häufigsten genutzt wird, um die Effekte von sozialem
Ausschluss unter experimentellen Bedingungen zu untersuchen, ist ein
virtuelles Ballspiel namens „Cyberball“. Verglichen mit einer
Einschlusssituation werden durch den Ausschluss vier fundamentale soziale
Bedürfnisse (Zugehörigkeit, Selbstwert, Sinn der eigenen Existenz und
Kontrolle) bedroht (Williams, 2007). Diese Reaktion wird im Rahmen des Need-
Threat-Modells fĂĽr sozialen Ausschluss als reflexiv beschrieben und soll den
Charakter eines FrĂĽhwarnsystems haben, das auch neuronal implementiert sein
soll. Ziel der Arbeit war es, in einer Reihe von Experimenten die beteiligten
Prozesse durch die Erfassung ereigniskorrelierter Hirnpotenziale zu
identifizieren, die bei der Verarbeitung von sozialem Ein- und Ausschluss im
Cyberball-Paradigma aktiviert werden. Mithilfe eines partiellen Ausschlusses
wurde die Verarbeitung des Ballerhalts in verschiedenen Situationen
untersucht. Als einzige Komponente, die reliabel auf sozialen Ein- oder
Ausschluss reagiert, konnte die P3-Komponente identifiziert werden. Durch
einen direkten Vergleich des Cyberball- und Oddball-Paradigmas wurde
nachgewiesen, dass in beiden Paradigmen ähnliche Prozesse aktiviert werden und
die elektrophysiologischen Effekte unabhängig von der wahrgenommenen
BedĂĽrfnisbedrohung auftraten. Auch wurden sie weitestgehend nicht davon
beeinflusst, ob eine Situation als sozial wahrgenommen wurde oder nicht.
Desweiteren konnte durch eine experimentelle Trennung der Wahrscheinlichkeit
des Ballerhalts von der Erwartung auf den Ballerhalt gezeigt werden, dass die
Verletzung von Erwartungshaltungen sowohl die Effekte auf der Ebene der P3 als
auch das wahrgenommene Ausschlussgefühl im Cyberball-Paradigma erklären kann.
Es wird vorgeschlagen, diesen Mechanismus in das Need-Threat-Modell mit
aufzunehmen, um die neurowissenschaftlichen und sozialpsychologischen Befunde
integrieren zu können.The most widely used paradigm to study the effects of social exclusion in an
experimentally controlled environment is a virtual ball-tossing game called
“Cyberball”. According to the need-threat model (Williams, 2007) four
fundamental social needs (belonging, self-esteem, meaningful existence, and
control) are threatened after social exclusion compared to inclusion. The
model states that this reflexive response serves as an early detection system
for social exclusion. It proposes that there is a specific neural basis for
the perception of social need threat. The aim of the present work was to
identify electrophysiological correlates of social inclusion and exclusion in
the Cyberball paradigm, and to reveal the underlying mechanisms inducing these
effects. In a series of experiments a partial exclusion condition was used to
analyze the processing of ball reception under various conditions. The P3
component was the only event-related brain potential which was reliably
affected by social exclusion or inclusion. By directly comparing the Cyberball
and oddball paradigm it was shown that similar processes are elicited in both
tasks. The electrophysiological effects obtained during Cyberball were largely
independent from the appraisal of a situation as social or non-social or from
a feeling of exclusion. In another experiment the probability of ball
reception was separated from the expectancy for ball reception. Evidence was
provided that the violation of expectancy for social involvement can explain
the effects on the P3 amplitude, and on perceived social exclusion. Therefore
it was proposed to include the processing of expectancy violations in the
need-threat model for social exclusion to integrate the findings of different
fields of psychological research, like social psychology and neuroscience
Weschke Niedeggen 2016 Comparing the Cyberball and Oddball paradigm Plos One questionnaire and ERP data
Weschke, S. & Niedeggen, M. (2016). Target
and non-target processing during Oddball and Cyberball: a comparative
event-related potential study.<br>Â <br>ERP and questionnaire data (.sav, .xls)<br
The effect of the physical presence of co-players on perceived ostracism and event-related brain potentials in the cyberball paradigm.
The affective and cognitive mechanisms elicited by the experience of social exclusion-or ostracism-have recently been explored using behavioral and neurocognitive methods. Most of the studies took advantage of the Cyberball paradigm, a virtual ball tossing game with presumed co-players connected via the internet. Consistent behavioral findings indicate that exclusion obviously threatens fundamental social needs (belonging, self-esteem, meaningful existence, and control) and lowers mood. In this study, we followed the question whether the credibility of the setting affects the processing of social exclusion. In contrast to a control group (standard Cyberball setup), co-players were physically present in an experimental group. Although the credibility of the virtual ball tossing game was significantly enhanced in the experimental group, self-reported negative mood and need threat were not enhanced compared to the control group. Event-related brain potentials (ERPs), however, indicated a differential processing of social exclusion. The N2 amplitude triggered by occasional ball receptions was significantly reduced in the experimental group. This effect was restricted for an early time range (130-210 ms), and did not extend to the following P3 components. The ERP effect in the N2 time range can be related to a differential social reward processing in ostracism if co-players are physically present. The lack of a corresponding correlate in the behavioral data indicates that some facets of ostracism processing are not covered by questionnaire data
ERP data.
<p>Grand-averaged ERPs for the event “ball possession of the participant” in the <i>Inclusion</i> (dark grey) and <i>Exclusion</i> condition (light grey) recorded from the electrode positions Fz, Cz and Pz. Three time windows are highlighted: 130–210 ms (N2), 240–300 ms (P3a), and 300–410 ms (P3b). (A) Superimposition of the ERP traces in the group <i>Internet</i>: Co-players are assumed to be connected via internet. (B) Superimposition of the ERP traces in the group <i>Presence</i>: Co-players are physically present in the lab.</p
Behavioral data
<p>Behavioral results of the <i>Internet</i> and <i>Presence</i> group for the <i>Inclusion</i> and <i>Exclusion</i> blocks are depicted. Mean values and standard deviations (in brackets) are presented.</p
Electrophysiological data of the Oddball and Cyberball group for the two experimental blocks.
<p>Electrophysiological data of the Oddball and Cyberball group for the two experimental blocks.</p
Experimental setting for the <i>Internet</i> (I) and <i>Presence</i> (II) condition.
<p>The real participant was always sitting at position C. In the <i>Internet</i> group, the two “co-players” were depicted by two photographs. In the <i>Presence</i> group, the confederates “A” and “B” pretended to be involved in the ball tossing game, which was actually possible only in 15 training trials at the beginning of the game. Please note that the photographs of co-players depicted do not refer to real persons, but are morphs of different portraits.</p