Shared procedure

How we measured PLAY

Every environment was tested the same way - one participant at a time, a tutorial environment first, then the affective environment, with questionnaires at three points and a fixed rule for what counts as success.

Study design

Each environment was evaluated in a within-subjects user study with 25 participants. Every participant experienced both the tutorial environment and the affective environment, and was compared against themselves. Sessions ran one participant at a time and lasted about 50 minutes.

The tutorial environment exists because first-time VR users feel excitement simply from using VR, and frustration from learning the controls. Neither is caused by the affective environment, so the participant's state after the tutorial is treated as their neutral baseline.

The three measurement points
ReadingWhenRole
P1Before any VRResting state on arrival
P2After the tutorial environmentControl. The baseline every claim is measured against
P3After the affective environmentShows what the environment did

The seven parts of PLAY

PLAY is the highly pleasurable, fast-paced series of back-and-forth interactions between two or more beings, generalised to social joy. We broke that definition into seven measurable parts so that elicitation could be checked from several directions at once. The raw feeling is joy with high valence, arousal and dominance, where its distinct attributes are its social and reciprocal nature, and the ANSS gives a direct reading of the PLAY system itself.

Each part of PLAY and the instrument that measures it
PartWhat it capturesInstrument
ValenceHigh pleasureSAM, valence
ArousalFast-pacedSAM, arousal
DominanceControl over the exchangeSAM, dominance
JoyThe raw affect of PLAYPANAS-X, Joviality
PLAYAlignment with Panksepp's PLAY systemANSS, PLAY subscale
SocialityThe NPC was experienced as a social beingCo-presence and social presence scales
ReciprocityBack-and-forth between participant and NPCIn-session telemetry, where the log supports it

The instruments

Instruments, their scales and when they were taken
InstrumentFormTaken at
Self-Assessment Manikin (SAM)Three picture rows for valence, arousal and dominance, each rated 1 to 9P1, P2, P3
PANAS-X60 emotion words rated 1 to 5, grouped into 13 subscalesP1, P2, P3
Affective Neuroscience State Scale (ANSS)40 items mapped to Panksepp's primary systems; LUST items omittedP1, P2, P3
igroup Presence Questionnaire (iPQ)14 items rated from minus 3 to plus 3P2, P3
Perceived Other's Co-Presence (CP)11 statements rated 1 to 5P3
Social Presence (SP)6 items rated 1 to 7P3
TelemetryLog of the participant's and the NPC's actions, recorded automatically by the environment. Every environment logged the actions that make up its own exchange (throws, hits, catches). Where the log carried timestamps it was used to test whether the participant's actions were timed in response to the NPC's, where it carried counts only, it describes how much interaction took place. Each environment's page says which.During the affective environment

Presence is an explanatory variable rather than a part of PLAY in that a stronger sense of being there (presence) makes an environment's emotional effects more impactful.

Participants and apparatus

Participants were recruited through course WhatsApp groups and direct messages at UCT. We excluded anyone under 18, anyone with an existing psychiatric disorder or on chronic stimulant medication, anyone scoring 20 or above on the Beck Depression Inventory, and anyone with a history of motion sickness, because each of these changes emotional reactivity, reduces social play, or predicts cybersickness. Ethics clearance was granted by the UCT Inter-Faculty Research Ethics Committee, reference IFHREC/02979/2026.

All three environments were tested on the same equipment, being a 2018 HTC Vive Pro headset with two controllers in the dedicated VR room in the UCT Computer Science building, driven by a Windows 10 desktop with a six-core 2.8 GHz Intel i5, 16 GB of RAM and an NVIDIA GTX 1070. The tutorial and affective environments were built in Unity 6. Questionnaires were completed on paper and captured afterwards in Excel.

The rule for success

Every environment was tested with the same three kinds of claim, stated in advance. Each paper formalises them in its own way and lists its own hypotheses and the environment pages give each set and its outcome.

The three kinds of test applied to every environment
Kind of testWhat it asks
Threshold at P3After the affective environment, is the reading high? Valence, arousal and dominance are tested against 6.33, the top third of the SAM scale; presence against its midpoint of 0; co-presence against its midpoint of 3; social presence against its midpoint of 4.
Change from P2 to P3Did the reading rise between the post-tutorial and post-affective questionnaires? Applied to the SAM dimensions, presence, and the PANAS-X and ANSS subscales.
  • The Water Balloon Fight VE and Bunny Rally VE used two-sided tests, and the Apple Interaction VE used one-sided tests, all at the 5% level. Normality is checked with the Shapiro-Wilk test and a Q-Q plot where the paired t-test is used if it passes and the Wilcoxon signed-rank test if it does not, with Holm correction across each family of comparisons.
  • To claim PLAY, an environment had to meet every one of its seven parts. None did, so each environment reports which parts were met, and the project's finding is partial evidence of elicitation, with the pattern differing by environment.