Lieb et al. (2024)

VR Video Game-induced Psi Communication With Red and Green Ganzfeld: A Proof-of-Principle Study

Lieb, Y., Schult, B., & Wittmann, M. (2024). VR video game-induced psi communication with red and green ganzfeld: A proof-of-principle study. Journal of Anomalistics, 24, 303–322. https://doi.org/10.23793/zfa.2024.303

AI Assessment

A null confirmatory result, reported transparently. The study’s main confirmatory hypothesis registered 15 hits out of 48 attempts against a chance level of 12, with a binomial probability of p = .199, not significant, and the green-versus-red ganzfeld comparison was likewise non-significant. All figures on this page were verified verbatim against the open-access primary article; the principal limitations are low statistical power, acknowledged by the authors themselves, and strongly unequal appeal of the four target games.

Provenance

DOI. https://doi.org/10.23793/zfa.2024.303. The article is open access.

Study type. Proof-of-principle experimental parapsychology study using a sender-receiver ganzfeld paradigm with two novel features: interactive VR video games as the sender’s target material, and randomly selected red or green ganzfeld light for the receiver.

Funding. The study was funded by a grant from the Society for Psychical Research to the three authors with € 4.054, disclosed in the Acknowledgments. Ethics approval was granted by the local Ethics Committee of the Institute for Frontier Areas of Psychology and Mental Health (IGPP, Freiburg, Germany; IGPP_2021_07).

Data availability. No data or code availability statement appears in the article.

Source basis. Every figure on this page was confirmed against the primary article as published in the Journal of Anomalistics, Volume 24 (2024), pp. 303–322.

What the paper reports

Lieb, Schult, and Wittmann recruited N = 48 young couples in a romantic relationship as sender-receiver pairs, yielding 48 trials.1 In each trial the sender played one of four interactive VR video games, randomly selected, while the receiver lay in a shielded cabin wearing goggles producing a randomly selected red or green ganzfeld. Regarding the main confirmatory hypothesis (H1a), the experiment registered 15 hits out of 48 attempts (31.25%), where the chance level lies at 12 (25%); according to a binomial test the probability of exactly, or more than, 15 hits (K) out of 48 trials (n) is p = .199 (z = .83), corresponding to an effect size of .12. The confirmatory result was null.

The second confirmatory test (H1b), in which two independent raters matched the receivers’ written ganzfeld descriptions to the games, was also null: both raters assigned the correct target 10 times out of 48 (p = .795). Among the exploratory hypotheses, receivers’ hit rates in the green as compared to the red ganzfeld were not significantly different (χ² = .814; p = .367), and the assessed experiential state variables for the video game and ganzfeld sessions, as well as the measured trait variable absorption, did not affect the hit rate. A post-hoc analysis found that, independent of the hit rate, the four games were identified as targets a strongly unequal number of times.

Since this is the very first study conducting such a comparison, the achieved null effect of color difference has to be treated with caution, especially since there was no significant overall effect of target hits.

How it was run

Results, as reported

MetricResult
Confirmatory hit rate (H1a)15/48 (31.25%) vs 12 expected by chance (25%)
Binomial test, H1ap = .199 (z = .83)
Effect size, H1aES = .12 (z divided through the square root of n = 48)
Confirmatory rater matching (H1b)10/48 correct by each of two raters vs 12 expected by chance
Binomial test, H1bp = .795
Inter-rater agreement (Spearman)rs = .326, p = .024
Green ganzfeld hits (separate binomial)K = 7 hits in 27 trials, p = .529
Red ganzfeld hits (separate binomial)K = 8 hits in 21 trials, p = .130
Green vs red hit rate (exploratory H2)χ² = .814 (df = 1), p = .367
Absorption regression, sender (exploratory H3)β = −.005, [−.002; .013], p = .161
Absorption regression, receiver (exploratory H3)β = −.002, [−.008; .005], p = .506
Distribution of games played (post-hoc one-way test)χ² = 1.83, df = 3, p = .608
Hits vs misses across the four games (post-hoc; test assumptions violated per the authors)χ² = 14.7, df = 3, p = .002
Eagle Flight signal detection (post-hoc)hit rate .8, false alarm rate .632, d′ = .504

95% confidence intervals are reported only for the bootstrapped regression coefficients (H3); no confidence intervals are given for the hit rates, the binomial tests, or the correlations. The Spearman correlations between the hit rate and the state variables of senders and receivers (exploratory H4 and H5: SAM valence, SAM arousal, passage of time, engagement) are all reported as non-significant, with p values ranging from .517 to .913.

Eleven-dimension audit

Pre-registration

The article does not report a pre-registration. The paper itself distinguishes confirmatory from exploratory tests: H1a and H1b are labelled the confirmatory psi hypotheses, while H2 through H5 are explicitly introduced as “several exploratory alternative hypotheses.” The authors themselves, citing prior failed replication attempts, call for “more strictly controlled, preregistered multi-lab studies,” which indicates they did not present this proof-of-principle study as meeting that standard.

Randomization

Randomization was external and documented: the ganzfeld color was assigned before the session by a random number generator, the game was selected by the experimenter in the sender’s room via smartphone access to the same service, and partner-to-experimenter assignment was randomized before arrival, with all randomization procedures done through www.random.org. The order of the four judging clips was predetermined via a Latin square design. The realized distributions (27 green vs 21 red; unequal game counts) reflect simple random assignment rather than balancing.

Sensory leakage

The protocol addressed leakage in several ways: sender and receiver were placed in separate, non-adjacent rooms on the same floor; the receiver was inside an electromagnetically shielded EEG cabin wearing ganzfeld goggles and brown-noise headphones; each participant-experimenter pair was separated from the other until the end of the session; and the sender’s lab door was marked to prevent interruptions while the receiver’s experimenter occupied the anteroom. The played game was disclosed only after the receiver had ranked the clips and completed the questionnaires.

Blinding

The game was generated in the sender’s room after the pairs had been separated, so the experimenter and participant on the receiver side had no stated channel to the target identity before judging. The two external raters for H1b read the 48 descriptions independently of one another and were unaware of the receivers’ choices. The experimenters were not blind to condition within their own room, which is inherent to the design; the paper does not report any additional masking beyond the separation procedure.

Optional stopping

The sample was a fixed n = 48 couples with exactly one trial per couple, a design decision the authors justify on methodological grounds (avoiding contamination of receiver impressions in a second session). No interim analyses are reported. The authors transparently state that with 48 trials and a 25% chance rate they would have had to achieve at least n = 18 hits (37.5%) for significance in the binomial test.

Outcome measure

The confirmatory outcome was clearly defined in advance of analysis: the receiver’s rank-1 choice among four video clips, scored as a hit or miss against a 25% chance baseline, with K > 12 hits out of 48 required to accept H1. The parallel rater-based outcome (H1b) used the same probabilities. Ranks 2 through 4 were also collected, and the post-hoc ranking analysis (Table 3 of the paper) drew on them, but the primary endpoint itself is simple and unambiguous.

Effect size

The paper reports an effect size of .12 for the confirmatory test, computed as the z-score (.83) divided through the square root of n = 48 trials. The authors candidly frame the power problem: their 31.25% hit rate “conforms to” the overall hit rates of approximately 30% (Storm et al., 2010) and 27% (Storm & Tressoldi, 2020) reported in meta-analyses of four-choice designs, rates that “become only significant in meta-analyses, given the large number of studies included.”

Multiple comparisons

Beyond the two confirmatory tests, the paper reports exploratory tests H2 through H5 (color comparison, absorption regression, and eight state-variable correlations) plus post-hoc analyses of game distribution, hits versus misses per game, and signal detection for Eagle Flight, with no correction for multiplicity mentioned. The authors themselves flag the most striking post-hoc value (χ² = 14.7, p = .002 for hits versus misses across games) as unreliable because low cell counts “violate the assumption of the χ² test,” and they interpret it as a stimulus-appeal artifact rather than evidence of psi.

Internal replication

There is no internal replication: each couple contributed a single trial, and the design deliberately excluded a second session with switched roles. The closest internal cross-check is the independent rater analysis (H1b), which used the same 48 descriptions and was also null (10 of 48 correct, p = .795), with significant inter-rater agreement (rs = .326, p = .024) indicating the raters at least converged on similar, if incorrect, matchings.

External replication

The authors state that to the best of their knowledge this is the first study in which the sender of a ganzfeld psi experiment played VR video games, and the first to compare red and green ganzfeld in this context; no external replication of this specific design exists. The broader four-choice ganzfeld literature against which they situate the result, including the meta-analysis of free-response studies 1992–2008 by Storm, Tressoldi, and Di Risio (2010),2 reports aggregate hit rates near this study’s 31.25%, but the present design awaits its own replication, which the authors explicitly invite.

Transparency

Transparency is generally good: the article is open access, funding (Society for Psychical Research, € 4.054) and ethics approval (IGPP_2021_07) are disclosed, null results are reported without spin, and the authors volunteer the power calculation and the stimulus-appeal problem. Two weaknesses: there is no data availability statement, and the article contains an internal inconsistency in the game counts, with the text reporting the random game distribution as Beat Saber n = 17, Superhot n = 11, Eagle Flight n = 9, Fushimi Inari n = 11, while Table 2 and the post-hoc analyses give 16, 11, 10, and 11 respectively.

The adversarial record

Contested record

Database note. The ganzfeld meta-analytic databases cited on this page include studies from a laboratory with a contested methodology record; Harris & Rosenthal (1988) report the pooled effect with and without those studies (h = .28 vs .26).

Sources
  1. Lieb, Y., Schult, B., & Wittmann, M. (2024). VR video game-induced psi communication with red and green ganzfeld: A proof-of-principle study. Journal of Anomalistics, 24, 303–322. https://doi.org/10.23793/zfa.2024.303 R001 [Lieb 2024] ↩︎
  2. Storm, L., Tressoldi, P. E., & Di Risio, L. (2010). Meta-analysis of free-response studies, 1992–2008: Assessing the noise reduction model in parapsychology. Psychological Bulletin, 136, 471–485. https://doi.org/10.1037/a0019457 R002 [Storm 2010] ↩︎