Psi games

Psi games: history and scope

“Psi games” are a formal experimental method in parapsychology in which participants interact with computerized random-number-generator (RNG) tasks designed to detect psychokinetic (PK) effects — real-time mental influence on machine output — or precognitive ESP. They emerged as a distinct methodology in the late 1950s.

The term itself was formally adopted around 1960. A Journal of Parapsychology report from that year notes that “it is now safe to say that psi games have arrived as part of the methodology of parapsychology,” signalling that the approach had moved from experimental novelty to established practice [4].

Computer-based psi games

The modern era of psi games is inseparable from computerization. Rick E. Berger developed a series of automated computer psi games running on Apple II computers at the Psychophysical Research Laboratories (PRL) in the 1980s and 1990s. These included:

  • PsiBall (Pilots 1 and 2)
  • Volition
  • Psi Invaders

In a 1986 preliminary review, Berger, Schechter, and Honorton examined performance across these three games by eight participants who had completed all three experiments [5].

PsiLab II, a later integrated computer psi-game platform designed by Berger, became a standard apparatus for testing whether psi effects required real-time feedback to the participant. In research published in 1988, Berger found that in paired feedback/silent conditions, directional effects emerged in the silent (never-observed) data consistent with individual subject patterns, suggesting psi-like effects could occur even when participants received no trial-by-trial performance information [3].

Contemporary applications

More recently, Dean I. Radin explored psi games in a casino setting (1998), using correlational and predictive modeling to test whether daily casino slot-machine payouts correlated with geomagnetic or lunar fluctuations that prior literature had suggested might modulate psi performance [2].

A 2024 proof-of-principle study by Lieb, Schult, and Wittmann introduced a novel variation: replacing static images or video clips in the ganzfeld psi paradigm with interactive VR video games played in real time by a sender while a receiver in sensory attenuation attempted to identify which game was being played [1]. The four games tested were Beat Saber, Superhot, Eagle Flight, and Explore Fushimi Inari. The study examined whether different game properties (arousal level, flow potential, color palette) affected identification accuracy and whether receiver bias favored particular games.

Core theoretical function

Psi games serve two purposes in parapsychology: (1) engagement and motivation — the game format makes participation psychologically engaging, potentially sustaining attention across many trials; and (2) quantitative signal detection — the RNG or game-outcome data provide a continuous, scorable record against which statistical methods (sequential analysis, effect-size calculation, correlation) can be applied to test for small, consistent deviations from chance.

For deeper context on methodology and replication, see Replication in Psi Research: Behavioral Science and Sequential Analysis Methods for Psi Detection Enhancement.

References
  1. Lieb (2024). VR Video Game-induced Psi Communication With Red and Green Ganzfeld: A Proof-of-Principle Study. Zeitschrift für Anomalistik / Journal of Anomalistics, 24, 303. https://doi.org/10.23793/zfa.2024.303
  2. Radin, D. I. (1998). 1998 seeking psi casino. Journal of the Society for Psychical Research.
  3. Berger, R. E. (1988). Psi Effects Without Real Time Feedback. Journal of Parapsychology.
  4. journal-of-parapsychology 1960-08 24 54 The Journal of Parapsychology 1960-08 Vol 24 Iss 54. (1960). Parapsychology Bulletin.
  5. Berger, R. E., Schechter, E. I., & Honorton, C. (1986). A preliminary review of performance across three computer psi games. Research in Parapsychology 1985, 1–3.
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