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Title: Child Witnesses to Ostracism: Innocent Bystanders or Contributors to Social Isolation?


1
Child Witnesses to Ostracism
Innocent Bystanders or Contributors to Social
Isolation? Anne Howard, Tiffanie
Almeida, John Pryor, Ph.D., Steven Landau,
Ph.D. Department of
Psychology Illinois
State University
  • RESULTS
  • A series of t-tests revealed no gender
    differences among any dependent variables. In
    addition, participants age was unrelated to
    self-reported social behaviors or performance in
    the game. As such, all data were pooled for boys
    and girls and across grade level.
  • To determine if participants were selective in
    their willingness to play catch with the other
    players, a one-way analysis of variance (ANOVA)
    with repeated measures was applied to the percent
    of ball tosses to each player. Contrary to
    expectations, participants threw the ball to
    Chris (M 41, SD 3.67), the ostracized
    player, significantly more than to Alex (M 29,
    SD 2.33) or Pat (M 30, SD 4.16), Wilks
    lamda .70, F(2, 17) 3.63, p lt .05. See Figure
    1.
  • ABSTRACT
  • Purpose Although it is well established that
    ostracism is highly aversive, no known study has
    examined the processes involved when a child
    witnesses the social exclusion of another child.
    The purpose of this study was to ascertain if 4th
    - through 8th children would be willing to play
    with a child whom they observe is excluded by
    others. Method Before joining a
    computer-generated ball-toss game of CyberBall,
    one-half of child participants were assigned to
    an ostracism condition in which they saw one
    cyber player excluded from the game by two other
    players. Participants in the control condition
    viewed the game in which no player was
    ostracized. After viewing the game, children
    entered the game with the other cyber players,
    and one game player was excluded by the other two
    players (i.e., they did not throw the ball to
    him/her). Results Although no differences in
    ball-throwing frequency existed between the
    ostracism and control group, participants engaged
    in a reversal of ostracism by throwing the ball
    to the excluded player more than the other
    virtual players. Also, self-reported prosocial
    behavior predicted the extent to which the
    participant engaged in this inclusion.
    Conclusions Witnessing ostracism did not deter
    participants from including an excluded child.
    Indeed, participants willingness to play with an
    ostracized player was predicated on their
    self-reported prosocial behavior. Further
    research is needed to explore the utility of
    Cyberball and to gain a better understanding of
    the role of peer bystanders.
  • INTRODUCTION
  • As humans, each of us has a strong need to
    belong, and this need transcends age, gender,
    racial, and cultural boundaries (Baumeister
    Leary, 1995). As such, the experience of social
    ostracism, a form of rejection, exclusion, or
    isolation, can be extremely unpleasant and
    unsettling (Williams, 1997, 2001 Williams,
    Cheung, Choi, 2000).
  • Regarding children and teens, social exclusion
    can be both an outcome and a predictor of violent
    behavior.
  • Regarding the outcome value of ostracism,
    children chronically victimized by bullies often
    experience social exclusion associated with
    their victim status. For example, research
    indicates the peer witnesses of bullying (i.e.,
    bystanders not directly involved) devalue the
    victim and tend to be unmoved by the prospect
    that the victim will suffer future harm (Perry,
    Williard, Perry, 1990).
  • Regarding the predictive value of ostracism, a
    sense of social exclusion is recognized as a
    common characteristic of the perpetrators of
    school shootings (Leary, Kowalski, Smith,
    Phillips, 2003).
  • Despite overwhelming evidence to suggest that
    ostracism has detrimental effects on the
    adjustment of children and adolescents, scant
    attention has been paid to understanding the
    processes involved.
  • While extensive research has focused on the
    dyadic nature of relational, physical, and other
    forms of aggression, little is known about the
    peer bystanders who witnesses these occurrences.
    Specifically, research is yet to uncover the
    contribution that peers make to the ostracism of
    socially excluded children. Peer bystanders may
    become active participants, and exacerbate the
    exclusion process, or merely passive, hoping to
    avoid involvement in the antisocial episode.
  • It was anticipated that, upon questioning,
    children who witness ostracism would express
    feelings indicating they devalue the ostracized
    child to whom no one throws the ball, as well as
    an indifference regarding future malevolence
    towards that child.
  • It was predicted that children who present a
    self-reported profile of high negative and low
    positive social behaviors (i.e., relational
    aggression) would be more likely to engage in
    ostracizing behavior during game-play.
  • METHOD
  • Participants
  • Twenty 4th- through 8th grade boys and girls who
    attend a university-affiliated laboratory school
    served as participants. Fifty-five percent were
    male (Mean age 12.5).
  • Procedure
  • Each participant was told that s/he was going to
    evaluate a new computer game called CyberBall,
    and that the other players in the game were real
    children from neighboring states.
  • Each child participated in two trials of
    CyberBall
  • 1. In the first trial, participants passively
    viewed the game being played by three cyber
    players. Those assigned to the ostracism
    condition observed two of the virtual players
    throwing the ball back-and-forth (i.e., never
    throwing the ball to the third player who was
    being ostracized). Participants in the control
    condition watched the three players randomly
    throw the ball to each other an equal number of
    times.
  • 2. Following their exposure to either the
    ostracism or control condition, each participant
    entered the game with the other three players.
    Trial 2 was the same for each participant, and
    the game was programmed such that one player,
    Chris, was ostracized (i.e., excluded from the
    game) by the two other players. The only way
    Chris received the ball was if the participant
    threw it to him/her. The number of times each
    participant threw his/her ball to each of the
    three cyber players was recorded.
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