Abstract The scientific value of the outcome of an ex-
periment is closely related to its design and analysis.
This article deals with the design issues of pseudorepli-
cation (whether the experimental design has the statisti-
cal features needed to answer the question as posed) and
execution errors (problems arising from how the experi-
ment was conducted). Three issues of analysis are also
dealt with: the number and type of response measures to
record; how measures should, and should not, be com-
bined into a single response measure; and how to inter-
pret an apparent lack of response. Interactive playback is
considered separately because it raises its own specific
design and analysis issues. Although the examples gen-
erally refer to video playback, these issues are common
to all experiments in behaviour.
Key words Pseudoreplication · Experimental error ·
Response measures
Introduction
An experimental approach to scientific understanding re-
lies critically on the design and analysis of experiments.
Such a statement is so self-evidently true that perhaps it
is worth emphasising that all experiments are, to a great-
er or lesser extent, limited in their explanatory power by
aspects of their design and analysis. Playback is an ex-
perimental technique in which natural or synthetic sig-
nals are broadcast and the response of animals noted.
Playback experiments in any sensory modality are sim-
ply a subset of all possible experiments; therefore the de-
sign and analysis considerations discussed in this article
are most definitely not specific to video playback. Such
considerations also apply to various alternative ap-
proaches to investigating visual stimuli (e.g. live stimuli,
dummies, still photographic images) as well as to many
other sorts of experiment. However, since the Lisbon
Video Playback Workshop dealt with video playback, I
shall use examples drawn from this method to explain
general design and analysis considerations. In much the
same way that the consensus paper in this issue (Oliveira
et al. 2000) is not an exhaustive list of features to be con-
sidered, neither is this article a recipe for that unattain-
able goal – the perfect experiment. Rather it should be
regarded as a starting point. It is based on general discus-
sions of experimental design and analysis in biology
(e.g. Sokal and Rolf 1981; Barnard et al. 1993) as well
as more specific issues related to behaviour (Martin and
Bateson 1993; Milinski 1997). It has been influenced
strongly by experience with playback of acoustic stimuli.
Many biologists find experimental design and analy-
sis to be considerably less exciting topics than the vari-
ous stimulus representations and manipulations that can
be performed on a personal computer. This does not alter
the fact that experimental design and analysis cannot be
ignored.
The starting point for this article is that adequate vid-
eo stimuli are available, as is knowledge of the appropri-
ate environment and context in which to play them back.
It should be obvious from the rest of the articles in this
issue that it takes considerable thought and expertise to
get to such a starting point. Just in case it is not, let me
emphasise that I consider stimulus design, context, and
delivery every bit as critical to a meaningful experiment
as the issues I shall discuss.
Issues of experimental design
In this section I shall deal with two issues: (1) pseudo-
replication, that is, whether the experimental design has
the statistical features needed to answer the question as
posed, and (2) experiment execution, that is, possible
problems arising from how the playback experiment is
Communicated by R.F. Oliveira
P.K. McGregor (
✉
)
Department of Animal Behaviour, Zoological Institute,
University of Copenhagen, Tagensvej 16,
2200 Copenhagen N, Denmark
e-mail: pkmcgregor@zi.ku.dk
acta ethol (2000) 3:3–8 © Springer-Verlag and ISPA 2000
REVIEW
Peter K. McGregor
Playback experiments: design and analysis
Received: 23 September 1999 / Received in revised form: 24 February 2000 / Accepted: 25 February 2000