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Latest recommendations
Id | Title * | Authors * | Abstract * ▲ | Picture | Thematic fields * | Recommender | Reviewers | Submission date | |
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24 Apr 2024
STAGE 1
Synaesthesia as a Model for Assessing Individual Differences in Visual Perception and Memory PerformanceEmily Whelan, Chhavi Sachdeva, Rebecca Ovalle-Fresa, Nicolas Rothen and Jamie Ward https://osf.io/6h8dxWhat can synaesthesia tell us about links between perception and memory?Recommended by Reshanne Reeder based on reviews by Janina Neufeld, David Brang and Tessa van LeeuwenWhat is the relationship between perception and memory? Although these topics are typically investigated separately, there is evidence that these cognitive processes may be related: for example, individuals with synaesthesia may experience both enhancements in visual acuity and visual memory; and individuals with amnesia may also show deficits in visual perceptual processing. However, comprehensive evidence for the relationship between perception and different forms of memory (both short-term and long-term) is currently lacking.
In this Stage 1 manuscript, Whelan et al. (2024) seek to elucidate this relationship by investigating individual differences in perception and memory in a general population sample (i.e., in synaesthetes, non-synaesthetic relatives, and controls). There are two accounts that may explain enhanced perception and memory in synaesthesia: a ‘dual-coding’ account, which suggests that the extra perceptual information often experienced in synaesthesia (e.g., seeing colors for different letters of the alphabet) may contribute to encoding richer information in sensory memory; and an ‘enhanced processing’ account, which posits that enhanced perception and memory in synaesthesia may be due to genetic or environmental factors not directly related to synaesthetic experiences. In the former case, synaesthetes should perform more similarly to each other than to their non-synaesthetic relatives; in the latter case, non-synaesthetic relatives of synaesthetes should show similar perceptual and memory benefits. The current study should therefore find evidence in favor of one of these accounts over the other. In addition to this, the authors will generate multidimensional cognitive profiles of synaesthetes and their relatives, compared to non-synaethetes, including perception, memory, mental imagery and cognitive styles.
The Stage 1 submission was evaluated by the recommender and two expert reviewers. Following revisions, the recommender judged that the manuscript met the Stage 1 criteria and awarded in-principle acceptance (IPA).
URL to the preregistered Stage 1 protocol: https://osf.io/6h8dx (under temporary private embargo) Level of bias control achieved: Level 6. No part of the data or evidence that will be used to answer the research question yet exists and no part will be generated until after IPA. List of eligible PCI RR-friendly journals:
References
1. Whelan, E., Sachdeva, C., Ovalle-Fresa, R., Rothen R., & Ward, J. (2024). Synaesthesia as a Model for Assessing Individual Differences in Visual Perception and Memory Performance. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/6h8dx
| Synaesthesia as a Model for Assessing Individual Differences in Visual Perception and Memory Performance | Emily Whelan, Chhavi Sachdeva, Rebecca Ovalle-Fresa, Nicolas Rothen and Jamie Ward | <p>In this study, the cognitive profile of synaesthesia (a perceptual condition in which primary experiences, such as perceiving digits or words, elicit extra secondary sensations) is used as a model system to assess visual perceptual abilities an... | Social sciences | Reshanne Reeder | 2023-11-07 13:02:39 | View | ||
Progression of white matter hyperintensities is related to blood pressure increases and global cognitive decline – a registered reportFrauke Beyer, Laurenz Lammer, Markus Loeffler, Steffi Riedel-Heller, Stéphanie Debette, Arno Villringer, A. Veronica Witte https://doi.org/10.17605/OSF.IO/REA4WWhite matter lessions are associated with increases in blood pressure and global cognitive declineRecommended by Chris Chambers based on reviews by Isabel Garcia GarciaCerebral small vessel disease (CSVD) is a common and multi-faceted set of pathologies that affect the small arteries, arterioles, venules and capillaries of the brain. The disease manifests through a range of symptoms and conditions, including psychiatric disorders, abnormal gait, and urinary incontinence, while accounting for 25% of strokes and nearly 50% of dementia.
The presence of CSVD is associated with white matter lesions detected as white matter hyperintensities (WMH) using neuroimaging, which have in turn been shown to predict future stroke, cognitive decline and dementia. While vascular risk factors of CSVD (such as hypertension and obesity) are also associated with CSVD, a complete picture of the predictive relationship between WMH, cognitive decline, and blood pressure remains to be determined, as does the role of sex/gender. These inter-relationships are important to determine for improving the diagnosis and treatment of CSVD.
In the current study, Beyer et al. analysed a large emerging dataset from the LIFE-Adult project – a longitudinal, two-wave, population-based study – to ask whether higher blood pressure predicts a greater increase in WMH, and whether progression of WMH is associated with measures of memory and executive function. In addition, the authors explored the relationship between abdominal obesity and WMH progression, and the extent to which WMH progression, and its interaction with vascular risk factors, depends on sex/gender.
Results revealed no reliable association between baseline blood pressure with WMH progression. WMH progression significantly predicted global cognitive decline but not decline in executive function specifically. Exploratory analyses revealed that increases in diastolic blood pressure as well as baseline and systolic blood pressure were associated with WMH progression, specifically in frontal periventricular regions, but there was no association of waist-to-hip ratio (a proxy of abdominal fat deposits) with WMH progression nor any gender-specific associations. The authors conclude that strict control of blood pressure might confer a protective effect, limiting WMH progression and negative effects on global cognitive function in the middle-aged to older population.
The Stage 2 manuscript was evaluated over one round of in-depth review. Based on responses to the reviewer's comments, the recommender judged that the manuscript met the Stage 2 criteria and awarded a positive recommendation.
URL to the preregistered Stage 1 protocol: https://osf.io/qkbgj Level of bias control achieved: Level 2. At least some data/evidence that was used to answer the research question had been accessed and partially observed by the authors prior to Stage 1 in-principle acceptance, but the authors certify that they had not yet observed the key variables within the data that were used to answer the research question.
List of eligible PCI RR-friendly journals: References
1. Beyer, F., Lammer, L., Loeffler, M., Riedel-Heller, S., Debette, S., Villringer, A. & Witte, A. V. (2023). Progression of white matter hyperintensities is related to blood pressure increases and global cognitive decline – a registered report [Stage 2]. Acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/k24pm
| Progression of white matter hyperintensities is related to blood pressure increases and global cognitive decline – a registered report | Frauke Beyer, Laurenz Lammer, Markus Loeffler, Steffi Riedel-Heller, Stéphanie Debette, Arno Villringer, A. Veronica Witte | <p>Introduction<br>White matter hyperintensities (WMH) reflect cerebral small vessel disease (cSVD), a major brain pathology contributing to cognitive decline and dementia. Vascular risk factors including higher diastolic blood pressure (DBP) have... | Humanities, Medical Sciences | Chris Chambers | 2024-02-15 17:16:37 | View | ||
17 Jun 2024
STAGE 1
Loneliness in the Brain: Distinguishing Between Hypersensitivity and HyperalertnessJoe Bathelt, Corine Dijk, Marte Otten https://doi.org/10.31219/osf.io/j5v9bA new look at loneliness by testing hyperalternessRecommended by Hedwig Eisenbarth and D. Samuel Schwarzkopf based on reviews by Marta Andreatta and 1 anonymous reviewerDo people who are more alert towards social stimuli vary in loneliness? This report addresses the question how loneliness relates to hypersensitivity to social stimuli using an oddball paradigm. Based on preliminary results, the study plans to compare high and low lonely individuals for how they react to happy and angry facial expressions using neurophysiological correlates. Findings from the study will provide further insights in how loneliness might be related to processing of social information.
The Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on detailed responses to the reviewers' and recommender's comments, the recommender judged that the manuscript met the Stage 1 criteria and awarded in-principle acceptance (IPA).
URL to the preregistered Stage 1 protocol: https://osf.io/fxngv Level of bias control achieved: Level 6. No part of the data or evidence that will be used to answer the research question yet exists and no part will be generated until after IPA. List of eligible PCI RR-friendly journals: References
1. Bathelt, J., Dijk, C., & Otten, M. (2024). Loneliness in the Brain: Distinguishing Between Hypersensitivity and Hyperalertness. In principle acceptance of Version 5 by Peer Community in Registered Reports. https://osf.io/fxngv | Loneliness in the Brain: Distinguishing Between Hypersensitivity and Hyperalertness | Joe Bathelt, Corine Dijk, Marte Otten | <p>Introduction: Loneliness has emerged as a pressing public health issue, necessitating greater understanding of its mechanisms to devise effective treatments. While the link between loneliness and biased social cognition is a commonly proposed, ... | Social sciences | Hedwig Eisenbarth | Marta Andreatta, Anonymous | 2023-11-20 16:34:04 | View | |
The effects of isolated game elements on adherence rates in food response inhibition trainingAlexander MacLellan, Charlotte R. Pennington, Natalia Lawrence, Samuel J. Westwood, Andrew Jones, Anna Slegrova, Beatrice Sung, Louise Parker, Luke Relph, Jessica O. Miranda, Maryam Shakeel, Elizabeth Mouka, Charlotte Lovejoy, Chaebin Chung, Sabela Lash, Yusra Suhail, Mehr Nag Katherine S. Button https://doi.org/10.31234/osf.io/2e73bUsing gamification to improve food response inhibition trainingRecommended by Mateo Leganes-Fonteneau based on reviews by Miguel Vadillo and Daniel PhippsA poor diet has severe detrimental health effects, and attempts to reduce caloric intake often prove unsuccessful. Unhealthy foods, high in fat, sugar, and salt tend to be highly appetitive, and can undermine individuals’ ability to refrain themselves from consuming them. Computerized cognitive retraining techniques have shown promise in curbing the intake of unhealthy foods and promoting weight loss. However, in real-world scenarios, adherence to such retraining programs can be suboptimal, potentially diminishing their effectiveness.
In the present study, Maclellan et al. (2024) aimed to investigate whether the incorporation of gamified elements, transforming the cognitive retraining task into a game-like experience, can enhance adherence and overall intervention effectiveness by boosting engagement and motivation.
Upon testing the main hypotheses, the authors found mostly non-significant effects of adding gamified elements to adherence, motivation, or effectiveness of food response inhibition training programs. These results hold high relevance, as indeed there has been a push in introducing gamified elements to cognitive retraining programs. These findings should guide future developments in the field of cognitive retraining.
The Stage 2 manuscript was evaluated over one round of review and revision. Based on detailed evaluations by two expert reviewers, the recommender judged that the manuscript met the Stage 2 criteria and awarded a positive recommendation.
URL to the preregistered Stage 1 protocol: https://osf.io/jspf3
Level of bias control achieved: Level 6. No part of the data or evidence that was used to answer the research question was generated until after IPA. List of eligible PCI RR-friendly journals: References
MacLellan, A., Pennington, C. R., Lawrence, N., Westwood, S. J., Jones, A., Slegrova, A., Sung, B., Parker, L., Relph, L., Miranda, J. O., Shakeel, M., Mouka, E., Lovejoy, C., Chung, C., Lash, S., Suhail, Y., Nag M., and Button, K. S. (2024). The effects of isolated game elements on adherence rates in food response inhibition training [Stage 2]. Acceptance of Version 3 by Peer Community in Registered Reports.
| The effects of isolated game elements on adherence rates in food response inhibition training | Alexander MacLellan, Charlotte R. Pennington, Natalia Lawrence, Samuel J. Westwood, Andrew Jones, Anna Slegrova, Beatrice Sung, Louise Parker, Luke Relph, Jessica O. Miranda, Maryam Shakeel, Elizabeth Mouka, Charlotte Lovejoy, Chaebin Chung, Sabel... | <p>Introduction: Poor diet and the consumption of foods high in fat, sugar and salt are common causes of numerous health conditions and premature mortality. Computerised food response inhibition training (food-RIT) is a type of intervention found ... | Social sciences | Mateo Leganes-Fonteneau | 2024-06-28 23:29:31 | View | ||
09 Sep 2024
STAGE 1
The effects of isolated game elements on adherence rates in food-based response inhibition trainingAlexander MacLellan, Charlotte Pennington, Natalia Lawrence, Samuel Westwood, Andrew Jones, Katherine Button https://osf.io/jspf3Using gamification to improve food response inhibition trainingRecommended by Mateo Leganes-Fonteneau based on reviews by Miguel Vadillo and 2 anonymous reviewersA poor diet has severe detrimental health effects, and attempts to reduce caloric intake often prove unsuccessful. Unhealthy foods, high in fat, sugar, and salt tend to be highly appetitive, and can undermine individuals’ ability to refrain themselves from consuming them. Computerized cognitive retraining techniques have shown promise in curbing the intake of unhealthy foods and promoting weight loss. However, in real-world scenarios, adherence to such retraining programs can be suboptimal, potentially diminishing their effectiveness.
In the present study, Maclellan et al. (2023) aim to investigate whether the incorporation of gamified elements, transforming the cognitive retraining task into a game-like experience, can enhance adherence and overall intervention effectiveness by boosting engagement and motivation. These findings could deepen our understanding of the mechanisms through which cognitive retraining mitigates caloric intake and pave the way for more compelling and successful interventions.
The Stage 1 manuscript was evaluated over one round of review and revision. Based on detailed evaluations by two expert reviewers, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA).
URL to the preregistered Stage 1 protocol: https://osf.io/jspf3 (under temporary private embargo)
Level of bias control achieved: Level 6. No part of the data or evidence that will be used to answer the research question yet exists and no part will be generated until after IPA. List of eligible PCI RR-friendly journals:
References | The effects of isolated game elements on adherence rates in food-based response inhibition training | Alexander MacLellan, Charlotte Pennington, Natalia Lawrence, Samuel Westwood, Andrew Jones, Katherine Button | <p>Introduction: Poor diet, and the consumption of foods high in fat, sugar and salt are common causes of premature mortality and health conditions. Computerised response inhibition training has been proposed to devalue these foods by learning to ... | Social sciences | Mateo Leganes-Fonteneau | 2023-07-14 16:24:03 | View | ||
01 Dec 2022
STAGE 1
Cerebral lateralization of writing in students at risk for dyslexia using functional Transcranial Doppler ultrasonographyAnastasia-Konstantina Papadopoulou, Filippos Vlachos, Panagiota Pervanidou, Sofia Anesiadou, Faye Antoniou, Phivos Phylactou, Nicholas A. Badcock, Marietta Papadatou-Pastou https://osf.io/u54tkLateralisation for written language in primary school students at risk for dyslexiaRecommended by Saloni Krishnan based on reviews by Margriet Groen and Todd RichardsWhile cerebral lateralisation for oral language is well-characterised, cerebral lateralisation for written language is much less well-understood. In this study, Papadopoulou et al. (2022) will use functional transcranial Doppler ultrasonography to assess lateralisation for written language in 7- to 9-year-old children at risk for dyslexia and neurotypical children. They will use tasks that assess efficiency in reading and writing names as well as speed and fluency in writing. The findings of this manuscript will highlight whether children with dyslexia showed atypical lateralisation for language in a written task. In addition, the authors plan to explore the correlation between lateralisation and writing competence.
The Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on the edits made to the manuscript, and detailed responses to the reviewers' comments, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA).
URL to the preregistered Stage 1 protocol: https://osf.io/u54tk (under temporary private embargo)
Level of bias control achieved: Level 6. No part of the data or evidence that will be used to answer the research question yet exists and no part will be generated until after IPA. List of eligible PCI RR-friendly journals:
References
1. Papadopoulou, A.-K., Vlachos, F., Pervanidou, P., Anesiadou, S., Antoniou, F., Phylactou, P., Badcock, N.A. & Papadatou-Pastou, M. (2022). Cerebral lateralization of writing in students at risk for dyslexia using functional Transcranial Doppler ultrasonography, in principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/u54tk (under temporary private embargo)
| Cerebral lateralization of writing in students at risk for dyslexia using functional Transcranial Doppler ultrasonography | Anastasia-Konstantina Papadopoulou, Filippos Vlachos, Panagiota Pervanidou, Sofia Anesiadou, Faye Antoniou, Phivos Phylactou, Nicholas A. Badcock, Marietta Papadatou-Pastou | <p>It is well established that the left hemisphere is dominant in oral language in the majority of neurotypical individuals, while a more symmetrical pattern of activation in shown in cases of language disorders, such as dyslexia. Cerebral lateral... | Humanities, Life Sciences, Social sciences | Saloni Krishnan | Margriet Groen, Todd Richards | 2022-06-06 09:00:26 | View | |
18 Jan 2023
STAGE 1
Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulationLeon Y. Xiao https://osf.io/u7ghb?view_only=60cb55c3c3c74f76a8e170fb498e2789How effective is self-regulation in loot box labelling?Recommended by Chris Chambers based on reviews by Pete Etchells and Jim SauerPaid loot boxes – items bought for real-world money that offer randomised rewards – are a prevalent feature of contemporary video games (Zendle et al., 2020). Because they employ random chance to provide rewards after spending real money, loot boxes have been considered a form of gambling, raising concerns about risk of harm to children and other vulnerable users. In response, some countries have taken legal steps to regulate and even ban the use of loot boxes, with only limited success so far (Xiao, 2022). At the same time, the Entertainment Software Rating Board (ESRB) and PEGI (Pan-European Game Information) now expect games that contain loot boxes to be marked with warning labels that, in theory, will enable users (including parents) to make more informed decisions. These requirements by ESRB/PEGI are not legally binding and may be considered a form of industry self-regulation.
In the current study, Xiao (2023) will investigate the effectiveness of self-regulation in the use of loot box labels. Study 1 examines the consistency of warning labels by the ESRB and PEGI, with the expectation that if self-regulation works as it should then these labels should always (or nearly always) co-occur. Study 2 establishes the compliance rate for labelling among popular games that are known to contain loot boxes, with a rate of ≥95% considered to be successful. The findings should prove useful in identifying the success or failure of self-regulation as a means of ensuring industry compliance with loot box labelling.
The Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on detailed responses to the reviewers' comments, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA).
URL to the preregistered Stage 1 protocol: https://osf.io/e6qbm Level of bias control achieved: Level 3. At least some data/evidence that will be used to the answer the research question has been previously accessed by the authors (e.g. downloaded or otherwise received), but the authors certify that they have not yet observed ANY part of the data/evidence.
List of eligible PCI RR-friendly journals:
References
1. Zendle, D., Meyer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768-1772. https://doi.org/10.1111/add.14973
2. Xiao, L. Y. (2022). Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxes. Stage 2 Registered Report, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31219/osf.io/hnd7w 3. Xiao, L. Y. (2023). Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulation, in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/e6qbm
| Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulation | Leon Y. Xiao | <p>Loot boxes in video games are a form of in-game transactions with randomised elements. Concerns have been raised about loot boxes’ similarities with gambling and their potential harms (e.g., overspending). Recognising players’ and parents’ conc... | Humanities, Social sciences | Chris Chambers | 2022-09-17 00:14:51 | View | ||
Beneath the label: Unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companiesLeon Y. Xiao https://doi.org/10.31219/osf.io/asbcgFailure of industry self-regulation in loot box labellingRecommended by Chris ChambersPaid loot boxes – items bought for real-world money that offer randomised rewards – are a prevalent feature of contemporary video games (Zendle et al., 2020). Because they employ random chance to provide rewards after spending real money, loot boxes have been considered a form of gambling, raising concerns about risk of harm to children and other vulnerable users. In response, some countries have taken legal steps to regulate and even ban the use of loot boxes, with only limited success so far (Xiao, 2022). At the same time, the Entertainment Software Rating Board (ESRB) and PEGI (Pan-European Game Information) now expect games that contain loot boxes to be marked with warning labels that, in theory, will enable users (including parents) to make more informed decisions. These requirements by ESRB/PEGI are not legally binding and may be considered a form of industry self-regulation.
In the current study, Xiao (2023) investigated the effectiveness of self-regulation in the use of loot box labels. Study 1 examined the consistency of warning labels by the ESRB and PEGI, with the expectation that if self-regulation works as it should then these labels should always (or nearly always) co-occur. Study 2 established the compliance rate for labelling among popular games that are known to contain loot boxes, with a rate of ≥95% considered to be successful.
The results of both studies reveal deficiences in industry self-regulation. The consistency rate of warning labels by the ESRB and PEGI was just 39.4% in preregistered analyses, rising to 83.9% in an unregistered exploratory analysis that took into account industry responses to the findings. Even at this upper bound, this rate is lower than expected by complete (or near-complete) consistency. The results of Study 2 indicate that only 29% of games on the Google Play Store known to contain loot boxes were accurately labelled, indicating that 71% were non-compliant with industry requirements.
Following careful evaluation, the recommender judged that the manuscript met the Stage 2 criteria and awarded a positive recommendation.
URL to the preregistered Stage 1 protocol: https://osf.io/e6qbm Level of bias control achieved: Level 3. At least some data/evidence that was used to the answer the research question had been previously accessed by the authors (e.g. downloaded or otherwise received), but the authors certifed that they had not yet observed ANY part of the data/evidence prior to in-principle-acceptance.
List of eligible PCI RR-friendly journals:
References
1. Zendle, D., Meyer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768-1772. https://doi.org/10.1111/add.14973
2. Xiao, L. Y. (2022). Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxes. Stage 2 Registered Report, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31219/osf.io/hnd7w 3. Xiao, L. Y. (2023). Beneath the label: Unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companies, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31219/osf.io/asbcg
| Beneath the label: Unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companies | Leon Y. Xiao | <p>Loot boxes in video games are a form of in-game transactions with randomised elements. Concerns have been raised about loot boxes’ similarities with gambling and their potential harms (e.g., overspending). Recognising players’ and parents’ conc... | Humanities, Social sciences | Chris Chambers | Jim Sauer, Pete Etchells | 2023-02-12 16:17:34 | View | |
07 Apr 2022
STAGE 1
Breaking Ban: Assessing the effectiveness of Belgium’s gambling law regulation of video game loot boxesLeon Y. Xiao https://osf.io/8fvt2/Has the “ban” of loot boxes eliminated them from Belgian mobile games?Recommended by Veli-Matti Karhulahti based on reviews by Andrew Moshirnia, Joseph Macey and Jason ChinPaid loot boxes, i.e. randomised monetization methods that are similar to lottery-type gambling, have become prominent features of contemporary gaming (e.g., Macey & Bujić, 2022). Because the design structures of loot boxes vary and the value of their virtual rewards is not always clear-cut, many countries now struggle how to deal with them legally and in practice (see Drummond et al., 2020). Belgium is one of the few countries that have officially interpreted loot box monetization to widely belong under gambling regulation. Mobile games that monetize with paid loot boxes in Belgium should thus apply for a gambling license, and companies should generally not offer paid loot boxes to local underage players at all.
In this Stage 1 Registered Report, Xiao (2022) has constructed a careful plan for testing whether the “ban” in Belgium has made the local mobile game market distinct in terms of paid loot boxes. The work builds on a rapidly accumulating literature and evolving methods (e.g., Xiao et al., 2021). The author will carry out a systematic qualitative investigation of the country’s top 100 (iPhone) mobile games to investigate whether paid loot box design components have indeed been removed from the products -- and if not, whether related game companies operate with a required gambling license. Additionally, Xiao (2022) will assess Belgium’s overall paid loot box prevalence in comparison to other countries and carry out a field experiment to test whether players can easily circumvent the local regulation by transporting or downloading different versions of software. The study will produce valuable evidence regarding the effectiveness of loot box regulation in general, and more specifically, the results should be of utmost interest to Belgian legal authorities. To ensure the transparency and validity of the chosen methods as well as upcoming interpretations, the registered report format allowed the research design to be reviewed in three rounds before data collection. Three experts, representing the fields of law and gaming, reviewed the Stage 1 manuscript twice and agreed upon the acceptance of all details. Finally, the recommender carried out a third iteration with further requested revisions, which was followed by in-principle acceptance. URL to the preregistered Stage 1 protocol: https://osf.io/5mxp6 Level of bias control achieved: Level 6. No part of the data or evidence that will be used to answer the research question yet exists and no part will be generated until after IPA. List of eligible PCI RR-friendly journals:
References
| Breaking Ban: Assessing the effectiveness of Belgium’s gambling law regulation of video game loot boxes | Leon Y. Xiao | <p>Loot boxes in video games are gambling-like mechanics that players buy to obtain randomised rewards of varying value. Loot boxes are conceptually and psychologically similar to gambling, and loot box expenditure is positively correlated with se... | Humanities, Social sciences | Veli-Matti Karhulahti | 2022-02-07 22:54:50 | View | ||
Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxesLeon Y. Xiao https://doi.org/10.31219/osf.io/hnd7wLoot boxes remain prevalent in Belgium despite their “ban”Recommended by Veli-Matti Karhulahti based on reviews by Andrew Moshirnia, Joseph Macey and Jason ChinSeveral countries currently struggle to legally interpret and deal with loot boxes, i.e. gambling-like mechanisms that have become common especially in contemporary videogame design. One of the few countries to take a clear regulation stance is Belgium, which officially announced that they interpret paid loot boxes as games of chance that violate their Gaming and Betting Act and can thus be criminally prosecuted (Naessens 2018). This announcement four years ago laid the basis for a unique social experiment where companies offering loot boxes in Belgium had to decide whether to modify their games, exit the market, or continue to monetize with loot boxes. In the present study, Xiao (2022) investigated the outcomes of this experiment both via hypotheses testing and exploratory analysis.
Using the 100 highest-grossing iPhone games in Belgium as data and applying comprehensive qualitative mechanical analysis to each title, Xiao (2022) tested three preregistered hypotheses regarding loot box prevalence. None of the hypotheses were confirmed: the prevalence rate of loot boxes in the Belgian App Store was not null but extremely high (82.0%), also among mobile games designed for minors (54.2–80.2%), and significantly more compared to global standards when assessed by a binomial test (p<.001). Corroborating a fourth hypothesis, Xiao was also able to access various UK loot boxes in Belgium. In exploratory research, Xiao received a confirmation from the Belgian Gaming Commission that even “simulated gambling games” (that do not yield monetary wins) also legally constitute gambling in Belgium.
The results are the first to describe outcomes of ban-driven loot box regulation globally. Despite Belgium’s clear statement that “paid loot boxes must be removed from the video games in order to comply with the Belgian Gaming and Betting Act” (Naessens 2018, p. 16), almost all highest-grossing iPhone games in the Belgian App Store keep offering them. The finding is important especially for the legal authorities around the world who are currently assessing their own positions in potential regulation: simple statements are unlikely to have immediate effects on international companies in local markets. On the other hand, it remains unknown how these companies have interpreted the statement and what are their distinct reasons for continuing to offer loot boxes in the Belgian App Store. It would be important in future research to investigate the companies’ perspectives.
This study (Xiao 2022) is important also from a meta-scientific perspective. It paves the way for Registered Reports in new disciplines and methods, and involves an exceptional field experiment that was carefully documented with open data and materials. Three external experts reviewed the Stage 2 manuscript twice, based on which the recommender awarded a positive recommendation.
URL to the preregistered Stage 1 protocol: https://osf.io/5mxp6 Level of bias control achieved: Level 6. No part of the data or evidence that was used to answer the research question existed prior to Stage 1 in-principle acceptance. List of eligible PCI RR-friendly journals:
References
1. Naessens, P. (2018) Research Report on Loot Boxes [English Translation]. Belgian Gaming Commission. URL: https://www.gamingcommission.be/sites/default/files/2021-08/onderzoeksrapport-loot-boxen-Engels-publicatie.pdf
2. Xiao, L.Y. (2022) Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxes. Stage 2 Registered Report, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31219/osf.io/hnd7w
| Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxes | Leon Y. Xiao | <p>Loot boxes in video games are gambling-like mechanics that players buy to obtain randomised rewards of varying value. Loot boxes are conceptually and psychologically similar to gambling, and loot box expenditure is positively correlated with se... | Humanities, Social sciences | Veli-Matti Karhulahti | 2022-07-28 12:29:57 | View |
MANAGING BOARD
Chris Chambers
Zoltan Dienes
Corina Logan
Benoit Pujol
Maanasa Raghavan
Emily S Sena
Yuki Yamada