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Social Cognition

Ball-Toss Game

Also called: ball-tossing game, ball-toss paradigm, online ostracism game

Study responses to being included or left out: participants toss a ball with programmed players who share the throws or stop throwing to them, scored by the share of throws they estimate they got.

3-5 minUntimed

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Papers, 2021 to 2025
358
Evidence grade
C
Registered clinical studies
33
How these are counted
Player A
Player B
You
Player A
Player B
You
Click a player to throw
Estimated share of throwsInclusion rating
Toss a ball with two players, then estimate your share
  • Overview
  • Evidence
  • Task design
  • Quality checks
  • Settings
  • Cite
  • Questions

What it measures

Studies responses to being included or left out: the participant tosses a ball with two programmed players, who share the throws or stop throwing to the participant, then estimates the share of throws they got.

Constructs

  • Social exclusion
  • Ostracism
  • Belonging
  • Responses to rejection

Research uses

  • Social exclusion and ostracism research
  • Rejection sensitivity studies in clinical groups
  • Within-study comparison of inclusion and exclusion

How the paradigm works

The Ball-Toss Game studies how people respond to being included or left out. The participant and two other players toss a ball on screen. Whoever has the ball throws it to another player, and the participant throws by clicking or tapping a player. The other players are computer programs that follow set rules, and by default the instructions say so. In Zadro, Williams and Richardson (2004), being left out by players known to be computer programs still lowered belonging, control, self-esteem and meaningful existence.

More about the paradigm

The task follows Williams and Jarvis (2006): 30 throws in the whole game, and each programmed throw takes 2 to 5 s from catch to catch. Under inclusion the programmed players throw to every other player in turn, in a random order, so the participant gets about a third of the throws. Under exclusion the participant catches the ball once from each programmed player at the start, then the others throw only to each other. One practice throw comes first. After the game the participant estimates the percent of all throws that went to them and rates how included they felt, from 1 to 5. Researchers can choose inclusion, exclusion or a random condition for each session, set 10 to 100 throws, add a third programmed player, change the player labels, and use a neutral wording for the players followed by a closing explanation.

Scores

Estimated Share of Throws%
The participant's estimate of the percent of all throws that went to them, from 0 to 100.
Lower after exclusion; compare with the actual share
Actual Share of Throws%
Percent of the game's throws the participant caught.
Informational
Inclusion Ratingscore
How included the participant felt during the game, from 1 (not at all) to 5 (completely).
Higher means feeling more included
Throws Receivedcount
Throws the participant caught.
Informational
Throws Madecount
Throws the participant made.
Informational
Throws to the Left Playercount
The participant's throws to the player on the left.
Informational
Throws to the Top Playercount
The participant's throws to the player at the top, who plays only when there are three other players.
Informational
Throws to the Right Playercount
The participant's throws to the player on the right.
Informational
Median Throw Timems
Median time from catching the ball to throwing it, over throws made at or after 100 ms.
Informational
Exclusion Condition0/1
1 when the session played exclusion and 0 when it played inclusion.
Informational

Use and evidence

358 papers from 2021 to 2025 name this task in their title or abstract, up 15% compared with 2016 to 2020. That ranks it 70 of 395 test families in our census. See the counts for every test.

2021 to 2025, the years gradedEarlier years
Papers per year naming the Ball-Toss Game, 2000 to 2025Bar chart. 2021: 72; 2022: 40; 2023: 84; 2024: 65; 2025: 97 papers. Peak year 2025.02550751002000: 1 papers2001: 0 papers2002: 0 papers2003: 0 papers2004: 2 papers2005: 1 papers2006: 5 papers2007: 3 papers2008: 6 papers2009: 12 papers2010: 22 papers2011: 27 papers2012: 26 papers2013: 48 papers2014: 45 papers2015: 48 papers2016: 66 papers2017: 69 papers2018: 67 papers2019: 62 papers2020: 48 papers2021: 72 papers2022: 40 papers2023: 84 papers2024: 65 papers2025: 97 papers200020052010201520202025
Papers per year naming the Ball-Toss Game, 2000 to 2025Bar chart. 2021: 72; 2022: 40; 2023: 84; 2024: 65; 2025: 97 papers. Peak year 2025.02550751002000: 1 papers2001: 0 papers2002: 0 papers2003: 0 papers2004: 2 papers2005: 1 papers2006: 5 papers2007: 3 papers2008: 6 papers2009: 12 papers2010: 22 papers2011: 27 papers2012: 26 papers2013: 48 papers2014: 45 papers2015: 48 papers2016: 66 papers2017: 69 papers2018: 67 papers2019: 62 papers2020: 48 papers2021: 72 papers2022: 40 papers2023: 84 papers2024: 65 papers2025: 97 papers200020052010201520202025
Papers per year whose title or abstract names this task (OpenAlex).
Show the numbers
YearPapers
202597
202465
202384
202240
202172
202048
201962
201867
201769
201666
201548
201445
201348
201226
201127
201022
200912
20086
20073
20065
20051
20042
20030
20020
20010
20001
B

Use grade B

300 to 999 papers from 2021 to 2025.

C

Evidence grade C

At least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies.

Papers on test-retest reliability
2
Papers on reliability or validity
37
Registered clinical studies using it as an outcome
33
How the grades work

Use: A is 1,000 or more papers from 2021 to 2025, B 300 to 999, C 100 to 299, D 30 to 99 and E fewer than 30. Evidence: A means at least 25 papers report its test-retest reliability and at least 25 registered clinical studies use it as an outcome; B, at least 8 test-retest papers, and either 5 registered clinical studies or 150 reliability or validity papers; C, at least 2 test-retest papers, 30 reliability or validity papers or 3 registered clinical studies; D, little published measurement evidence found. The counts measure use. They include every paper that names the task in its title or abstract. Grades describe the published research on this task, not ConductCognition's version of it.

Source: ConductCognition test census 0.14.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.

Task design

The trial sequence as the test runs in ConductCognition.

Players
The participant and two computer programs that follow set rules (standard), or three. The standard instructions say so; a neutral wording names the players only and ends the task with a closing explanation.
Field
Drawn figures in a triangle, or in a diamond with three other players, with the participant at the bottom. The other players are labeled Player A, Player B (standard), by number, or not at all.
Throws
30 in the whole game (standard; 10 to 100), the participant's included. The participant throws by clicking or tapping a player.
Pace
A programmed player holds the ball for 1,200 to 4,200 ms, drawn from the session's seed, and the ball flies for 800 ms, so each programmed throw takes 2 to 5 s.
Condition
Inclusion (standard): each programmed player throws to every other player in turn, in a random order. Exclusion: the participant catches the ball once from each programmed player at the start, then never again. Or a random condition for each session, drawn from its seed and saved.
Practice
One throw with feedback before the game.
Questions
After the game: the percent of all throws the participant thinks went to them, from 0 to 100, then how included they felt, from 1 to 5.

In Williams and Jarvis (2006) participants believe the other players are people playing online. Here the other players are computer programs and the instructions say so by default. In Zadro, Williams and Richardson (2004), exclusion by players known to be computer programs still lowered belonging and the other needs measured.

Quality checks

Each session is marked valid, needs review or invalid, with the reason, before you see its scores.

Scored rows: the scored run's throws, every player's included, and the two answers after the game. No throw or answer is correct, so accuracy is not judged against chance, and throwing to one player every time is accepted. Throw speed is not checked.

Why these rules

There is no correct option to compare with chance, so accuracy is not judged against chance. Whom a participant throws to is a preference, and an excluded participant makes only a few throws, so repeated targets are not checked. The ball takes 800 ms to arrive, so a participant can click a player as it lands; a fast throw shows readiness rather than disengagement, and two answers are too few for the untimed rule.

No percentile. Scores and quality flags only.

Running this test

Settings you can change

SettingStandardAllowed
ConditionInclusion (standard)Inclusion (standard), Exclusion, Random for each session
Throws3010 to 100
Other playersTwo (standard)Two (standard), Three
Player labelsLetters: Player A, Player B (standard)Letters: Player A, Player B (standard), Numbers: Player 1, Player 2, No labels
Player wordingComputer programs (standard)Computer programs (standard), Neutral, with a closing explanation

Yearly plans can change settings within these limits. Free and pay-as-you-go studies use the standard settings.

How test settings work

Need a setting this test does not have?

Devices and languages

  • Untimed test: runs on desktops, laptops, tablets and phones. Participant devices
  • Languages: English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese.
  • Available on: Every plan, including the free plan.
  • No percentile. Scores and quality flags only. How norms work
  • Recruiting online? See the setup guides for Prolific, Sona Systems, CloudResearch Connect and Qualtrics.

Cite and describe

Methods text, with the standard settings

Participants completed the Ball-Toss Game in a web browser (ConductCognition task version 1.0.0, scoring version 1.0.0; Williams KD, Cheung CKT, Choi W, 2000; Williams KD, Jarvis B, 2006), with the standard settings (condition: Inclusion; throws: 30; other players: Two; player labels: Letters: Player A, Player B; player wording: Computer programs). The main score was estimated share of throws (the participant's estimate of the percent of all throws that went to them, from 0 to 100).

ConductCognition versions: task version 1.0.0, scoring version 1.0.0. Every export records the versions each session used, for a methods section.

  • 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. https://doi.org/10.1037/0022-3514.79.5.748
  • Williams, K. D., & Jarvis, B. (2006). Cyberball: A program for use in research on interpersonal ostracism and acceptance. Behavior Research Methods, 38(1), 174-180. https://doi.org/10.3758/BF03192765The game's schedules, timing and player options.
  • Zadro, L., Williams, K. D., & Richardson, R. (2004). How low can you go? Ostracism by a computer is sufficient to lower self-reported levels of belonging, control, self-esteem, and meaningful existence. Journal of Experimental Social Psychology, 40(4), 560-567. https://doi.org/10.1016/j.jesp.2003.11.006Players known to be computer programs.
  • Hartgerink, C. H. J., van Beest, I., Wicherts, J. M., & Williams, K. D. (2015). PLOS ONE, 10(5), e0127002. https://doi.org/10.1371/journal.pone.0127002Usual settings and the size of the effect.

Source papers

  • Williams and Jarvis (2006): the ball-toss game, its schedules and its timing. Hartgerink, van Beest, Wicherts and Williams (2015): the effect of exclusion across 120 studies.Paradigm source, Adults

Questions

How long does the Ball-Toss Game take?

About 3 to 5 minutes, as listed in the test library.

What device does a participant need?

Untimed test: runs on desktops, laptops, tablets and phones. The browser must be Chrome, Edge, Firefox or Safari.

What scores does it produce?

Estimated Share of Throws, Actual Share of Throws, Inclusion Rating, Throws Received, Throws Made, Throws to the Left Player, Throws to the Top Player, Throws to the Right Player, Median Throw Time and Exclusion Condition. Each session is also marked valid, needs review or invalid, with the reason.

How widely is the Ball-Toss Game used in research?

358 papers from 2021 to 2025 name it in their title or abstract, up 15% compared with 2016 to 2020. That ranks it 70 of 395 test families in the ConductCognition test census (use grade B). Source: ConductCognition test census 0.14.0, counted 31 October 2026 from OpenAlex and ClinicalTrials.gov.

How much reliability evidence does the Ball-Toss Game have?

In the published research, 2 papers report its test-retest reliability and 33 registered clinical studies use it as an outcome (evidence grade C in the ConductCognition test census).

Does it report a percentile?

No. Scores and quality flags only.

Which settings can a researcher change?

Condition (Inclusion (standard), Exclusion, Random for each session), throws (10 to 100), other players (Two (standard), Three), player labels (Letters: Player A, Player B (standard), Numbers: Player 1, Player 2, No labels) and player wording (Computer programs (standard), Neutral, with a closing explanation). Settings can be changed on yearly plans; free and pay-as-you-go studies use the standard settings.

Which languages can participants use?

Participants can take this test in English, Spanish, French, German, Italian, Portuguese (Brazil), Chinese (Simplified) and Japanese. English is on every plan, and the other languages come with yearly plans. Have a native speaker read the machine-translated text before launch.

Is this a clinical test?

No. ConductCognition is for research use only. It runs, scores and exports the test; clinical interpretation is outside the platform.

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