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IdTitleAuthors▲AbstractPictureThematic fieldsRecommenderReviewersSubmission date
11 Sep 2023
STAGE 1
toto

Finding the right words to evaluate research: An empirical appraisal of eLife’s assessment vocabulary

Understanding the validity of standardised language in research evaluation

Recommended by ORCID_LOGO and ORCID_LOGO based on reviews by Chris Hartgerink (they/them), Veli-Matti Karhulahti, Štěpán Bahník and Ross Mounce
In 2023, the journal eLife ended the practice of making binary accept/reject decisions following peer review, instead sharing peer review reports (for manuscripts that are peer-reviewed) and brief “eLife assessments” representing the consensus opinions of editors and peer reviewers. As part of these assessments, the journal draws language from a "common vocabulary" to linguistically rank the significance of findings and strength of empirical support for the article's conclusions. In particular, the significance of findings is described using an ordinal scale of terms from "landmark" → "fundamental" → "important" → "valuable" → "useful", while the strength of support is ranked across six descending levels from "exceptional" down to "inadequate".
 
In the current study, Hardwicke et al. (2023) question the validity of this taxonomy, noting a range of linguistic ambiguities and counterintuitive characteristics that may undermine the communication of research evaluations to readers. Given the centrality of this common vocabulary to the journal's policy, the authors propose a study to explore whether the language used in the eLife assessments will be interpreted as intended by readers. Using a repeated-measures experimental design, they will tackle three aims: first, to understand the extent to which people share similar interpretations of phrases used to describe scientific research; second, to reveal the extent to which people’s implicit ranking of phrases used to describe scientific research aligns with each other and with the intended ranking; and third, to test whether phrases used to describe scientific research have overlapping interpretations. The proposed study has the potential to make a useful contribution to metascience, as well as being a valuable source of information for other journals potentially interested in following the novel path made by eLife.
 
The Stage 1 manuscript was evaluated over one round 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/mkbtp
 
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. Hardwicke, T. E., Schiavone, S., Clarke, B. & Vazire, S. (2023). Finding the right words to evaluate research: An empirical appraisal of eLife’s assessment vocabulary. In principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/mkbtp
Finding the right words to evaluate research: An empirical appraisal of eLife’s assessment vocabularyTom E. Hardwicke, Sarah Schiavone, Beth Clarke, Simine Vazire<p>The journal eLife recently announced that it would abandon binary ‘accept/reject’ decisions and instead focus on sharing both peer review reports and short “eLife assessments” representing the consensus opinions of editors and peer reviewers. F...Life Sciences, Social sciencesSarahanne Miranda Field2023-06-16 12:11:14 View
27 Mar 2024
STAGE 1
toto

Revisiting the signal value of emotion in altruistic behavior: Replication and extensions Registered Report of Barasch et al. (2014) Studies 3 and 6

Understanding how motives and emotions driving prosocial actions impact the moral assessment of good doers

Recommended by ORCID_LOGO based on reviews by Thibaut Arpinon and Angela Sutan
Pro-social actions are often driven by emotional factors. For instance, emotions have been shown to play a decisive role in the way we judge the fairness of a situation (affect-as-information theory: e.g., Clore et al., 2001; Storbeck and Clore, 2008), and, thus, how we make decisions. Specific emotions like anger have also been shown to stimulate the motivation to fight injustice (Lerner et al., 2015). At the individual level, people might undertake altruistic actions as a way to relieve themselves from these negative emotions (what Cialdini (1991) calls ‘reflexive distress’) but also because these actions are expected by the social norms (‘normative distress’). Indeed, pro-social actions are usually taken in social contexts, and the perception of one’s behavior by third parties might hinder or facilitate the adoption of pro-social behaviors. Understanding the determinants of the perception of altruistic behaviors is thus a key research question to support pro-social actions in collective settings.
 
In the current study, Woo and Feldman (2024) aim to replicate the seminal work of Barasch et al. (2014), who showed that third parties hold more favorable views of agents undertaking pro-social actions when the latter are motivated by emotions. More precisely, the authors aim to replicate two studies of the original work by conducting a well-powered online experiment (US participants, Prolific, N=1,164). First, they will investigate whether donors who exhibit higher distress regarding the suffering of others are perceived as more moral and authentically concerned for others. Second, they will analyze whether individuals who expect material or reputational benefits from their altruistic deeds are perceived by third parties as less moral than those who act for emotional reasons. In addition to these two replication objectives, the authors propose extensions with pre-registered hypotheses that are inspired by Study 2 from the original work. They seek to investigate whether people are seen as more other-focused when they undertake a prosocial action (donation) and under different expected rewards (material, reputational, emotional benefits).
 
The Stage 1 manuscript was evaluated by two external reviewers and the recommender. Based on detailed responses to the reviewers' and the recommender’s 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/d5bmp

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. Barasch, A., Levine, E. E., Berman, J. Z., & Small, D. A. (2014). Selfish or selfless? On the signal value of emotion in altruistic behavior. Journal of Personality and Social Psychology, 107, 393-413. https://doi.org/10.1037/a0037207
 
2. Cialdini, R. B. (1991). Altruism or egoism? That is (still) the question. Psychological Inquiry, 2, 124-126. https://psycnet.apa.org/doi/10.1207/s15327965pli0202_3
 
3. Clore, G. L., Gasper, K., Garvin, E., & Forgas, J. P. (2001). Handbook of Affect and Social Cognition.
 
4. Lerner, J. S., Li, Y., Valdesolo, P., & Kassam, K. S. (2015). Emotion and decision making. Annual Review of Psychology, 66, 799-823. https://doi.org/10.1146/annurev-psych-010213-115043
 
5. Storbeck, J., & Clore, G. L. (2008). Affective arousal as information: How affective arousal influences judgments, learning, and memory. Social and Personality Psychology Compass, 2, 1824-1843. https://doi.org/10.1111%2Fj.1751-9004.2008.00138.x
 
6. Woo, T. L. & Feldman, G. (2024). Revisiting the signal value of emotion in altruistic behavior: Replication and extensions Registered Report of Barasch et al. (2014) Studies 3 and 6. In principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/d5bmp
Revisiting the signal value of emotion in altruistic behavior: Replication and extensions Registered Report of Barasch et al. (2014) Studies 3 and 6Tse Lyn (Rachael) Woo; Gilad Feldman<p>[IMPORTANT: Abstract, method, and results were written using a randomized dataset produced by Qualtrics to simulate what these sections will look like after data collection. These will be updated following the data collection. For the purpose o...Social sciencesRomain Espinosa2023-11-23 05:22:23 View
27 Feb 2024
STAGE 2
(Go to stage 1)
toto

Revisiting the motivated denial of mind to animals used for food: Replication Registered Report of Bastian et al. (2012)

Confirmatory evidence that the denial of animal minds explains the "meat paradox"

Recommended by ORCID_LOGO based on reviews by Brock Bastian, Ben De Groeve and Florian Lange
The psychology of meat-eating offers a fascinating window into moral reasoning, cognition and emotion, as well as applications in the shift toward more sustainable and ethical alternatives to meat consumption. One key observation in this field is the so-called “meat paradox” – the tendency for people to simultaneously eat meat while also caring about animals. One way to resolve this conflict and reduce cognitive dissonance is for people to separate the concept of meat from animals, mentally disengaging from the origins of meat in order to make the act of consumption more ethically acceptable. Another potential explanation is a motivated “denial of mind”, in which people believe that animals lack the mental capacity to experience suffering; therefore, eating an animal is not a harm that the animal will experience. In support of the latter hypothesis, Bastian et al (2012) found that animals judged to have greater mental capacities were also judged as less edible, and that simply reminding meat eaters that an animal was being raised for the purposes of meat consumption led to denial of its mental capacities.
 
Using a large-scale online design in 1000 participants, Jacobs et al. (2024) replicated two studies from Bastian et al. (2012): asking how the perceived mental capabilities of animals relates to both their perceived edibility and the degree of moral concern they elicit, and whether learning that an animal will be consumed influences perceptions of its mental capabilities. The original findings were successfully replicated. For study 1, attributions of mind were negatively related to animals’ edibility, positively related to negative affect towards eating animals, and positively related to moral concern for animals. For study 2, learning that an animal would be used for food led participants to attribute less mind to the animal. Overall, the results strengthen the conclusion that motivated denial of animal minds can be a mechanism for resolving the ‘meat paradox’.
 
The Stage 2 manuscript was evaluated over one round of in-depth review. Based on detailed responses to the reviewers' 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/cru4z
 
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
 
1. Bastian, B., Loughnan, S., Haslam, N., & Radke, H. R. M. (2012). Don’t mind meat? The denial of mind to animals used for human consumption. Personality and Social Psychology Bulletin, 38, 247–256. https://doi.org/10.1177/0146167211424291
 
2. Jacobs, T. P., Wang, M., Leach, S., Loong, S. H., Khanna, M., Chan, K. W., Chau, H. T., Tam, Y. Y. & Feldman, G. (2024). Revisiting the motivated denial of mind to animals used for food: Replication and extension of Bastian et al. (2012) [Stage 2]. Acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/mwyde
Revisiting the motivated denial of mind to animals used for food: Replication Registered Report of Bastian et al. (2012)Tyler P. Jacobs, Meiying Wang, Stefan Leach, Ho Loong Siu, Mahika Khanna, Ka Wan Chan, Ho Ting Chau, Yuen Yan Tam, Gilad Feldman<p>Bastian et al. (2012) argued that the ‘meat paradox’–caring for animals yet eating them–exemplifies the motivated moral disengagement driven by a psychologically aversive tension between people’s moral standards (caring for animals) and their b...Social sciencesChris Chambers2023-08-10 21:19:16 View
21 Nov 2022
STAGE 1
toto

Revisiting the motivated denial of mind to animals used for food: Replication and extension of Bastian et al. (2012)

Does denial of animal minds explain the "meat paradox"?

Recommended by ORCID_LOGO based on reviews by Brock Bastian, Ben De Groeve, Florian Lange and Sebastian Berger
The psychology of meat-eating offers a fascinating window into moral reasoning, cognition and emotion, as well as applications in the shift toward more sustainable and ethical alternatives to meat consumption. One key observation in this field is the so-called “meat paradox” – the tendency for people to simultaneously eat meat while also caring about animals. One way to resolve this conflict and reduce cognitive dissonance is for people to separate the concept of meat from animals, mentally disengaging from the origins of meat in order to make the act of consumption more ethically acceptable. Another potential explanation is a motivated “denial of mind”, in which people believe that animals lack the mental capacity to experience suffering; therefore, eating an animal is not a harm that the animal will experience. In support of the latter hypothesis, Bastian et al (2012) found that animals judged to have greater mental capacities were also judged to less edible, and that simply reminding meat eaters that an animal was being raised for the purposes of meat consumption led to denial of its mental capacities.
 
Using a large-scale online design in 1000 participants, Jacobs et al. (2022) propose a replication of two studies from Bastian et al. (2012): asking how the perceived mental capabilities of animals relates to both their perceived edibility and the degree of moral concern they elicit, and whether learning that an animal will be consumed influences perceptions of its mental capabilities. Among various exploratory analyses, the authors will also examine whether the perception of animal minds (in animals consumed for meat) varies systematically according to species.
 
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/cru4z
 
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. Bastian, B., Loughnan, S., Haslam, N., & Radke, H. R. M. (2012). Don’t mind meat? The denial of mind to animals used for human consumption. Personality and Social Psychology Bulletin, 38, 247–256. https://doi.org/10.1177/0146167211424291
 
2. Jacobs, T. P., Wang, M., Leach, S., Loong, S. H., Khanna, M., Chan, K. W., Chau, H. T., Tam, Y. Y. & Feldman, G. (2022). Revisiting the motivated denial of mind to animals used for food: Replication and extension of Bastian et al. (2012), in principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/cru4z
Revisiting the motivated denial of mind to animals used for food: Replication and extension of Bastian et al. (2012) Tyler P. Jacobs, Meiying Wang, Stefan Leach, Siu Ho Loong, Mahika Khanna, Ka Wan Chan, Ho Ting Chau, Yuen Yan Tam, Gilad Feldman<p>This is a scheduled PCI-RR snap shot for a planned project: "Revisiting the motivated denial of mind to animals used for food: Replication and extension of Bastian et al. (2012) ​"</p>Social sciencesChris Chambers Ben De Groeve, Florian Lange, Brock Bastian, Sebastian Berger2022-03-04 04:21:18 View
17 Jan 2022
STAGE 1
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Identifying Gaming Disorders by Ontology: A Nationally Representative Registered Report

Do different screening instruments for ‘gaming disorder’ measure the same or different construct(s)?

Recommended by ORCID_LOGO based on reviews by Daniel Dunleavy, Linda Kaye, David Ellis and 1 anonymous reviewer

There is considerable debate regarding the relationship between excessive gaming and mental health problems. Whilst the diagnostic classification of “gaming disorder” has now been included in the WHO’s International Classification of Diseases (ICD-11), the APA decided not to include this diagnosis in their Diagnostic and Statistical Manual of Mental Disorders (DSM-5) because the literature “suffers from a lack of a standard definition from which to derive prevalence data” (APA 2013, p. 796). Furthermore, screening instruments that aim to provide diagnostic classifications derive from different ontologies and it is not known whether they identify equivalent prevalence rates of ‘gaming disorder’ or even the same individuals.

In this Stage 1 Registered Report, Karhulahti et al. (2022) aim to assess how screening instruments that derive from different ontologies differ in identifying associated problem groups. A nationally representative sample of 8000 Finnish individuals will complete four screening measures to assess the degree of overlap between identified prevalence (how many?), who they identify (what characteristics?) and the health of their identified groups (how healthy?). If these four ontologically diverse instruments operate similarly, this will support the notion of a single “gaming disorder” construct. If, however, the instruments operate differently, this will suggest that efforts should be directed toward assessing the clinical (ir)relevance of multiple constructs. This rigorous study will therefore have important implications for the conceptualisation and measurement of “gaming disorder”, contributing to the debate around the mixed findings of gaming-related health problems.

Four expert reviewers with field expertise assessed the Stage 1 manuscript over three rounds of in-depth review. Based on detailed and informed responses to the reviewers' comments, the recommender decided 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/usj5b

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. APA (American Psychiatric Association. (2013). Diagnostic and Statistical Manual of Mental Disorders (5th Edition). APA.
  2. Karhulahti V-M, Vahlo J, Martončik M, Munukka M, Koskimaa R and Bonsdorff M (2022). Identifying Gaming Disorders by Ontology: A Nationally Representative Registered Report. OSF mpz9q, Stage 1 preregistration, in principle acceptance of version 4 by Peer Community in Registered Reports. https://osf.io/mpz9q/
Identifying Gaming Disorders by Ontology: A Nationally Representative Registered ReportVeli-Matti Karhulahti, Jukka Vahlo, Marcel Martončik, Matti Munukka, Raine Koskimaa, Mikaela von Bonsdorff<p style="text-align: justify;">Gaming-related health problems have been researched since the 1980s with numerous different “ontologies” as reference systems, from self-assessed “game addiction” to “pathological gambling” (in the DSM-IV), “interne...Medical Sciences, Social sciencesCharlotte Pennington2021-08-25 23:08:26 View
06 Jul 2022
STAGE 2
(Go to stage 1)
toto

Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report

Different ontologies, different constructs? Instruments for gaming-related health problems identify different groups of people and measure different problems

Recommended by ORCID_LOGO based on reviews by Daniel Dunleavy and David Ellis
Screening instruments that aim to provide diagnostic classifications of gaming-related health problems derive from different ontologies and it is not known whether they identify equivalent prevalence rates of ‘gaming disorder’ or even the same individuals. Underpinned by this, Karhulahti et al. (2022) assessed how screening instruments that derive from different ontologies differ in identifying associated problem groups. A nationally representative sample of 8217 Finnish participants completed four screening measures to assess the degree of overlap between identified prevalence (how many?), who they identify (what characteristics?) and the health of their identified groups (how healthy?).
 
The results indicate that measures based on the ICD-11, DSM-5, DSM-IV, and self-assessment appear to be associated with lower mental health. However, these measures of gaming-related health problems differed significantly in terms of prevalence and/or overlap, suggesting that they identify different groups of people and that different problems or constructs are being measured by different instruments. These findings are important because they contribute to the rapidly growing literature on the ‘fuzziness’ of  constructs and measures relating to technology use. The authors recommend that researchers working with these measures should: (a) define their construct of interest; and (b) evaluate the construct validity of their instruments. Being able to answer these questions will enhance research quality and contribute to strengthened meta-analyses. Importantly, this will prevent hype around gaming-related disorders, allowing researchers to communicate clearly and appropriately without risk of confusing related yet different constructs.
 
The Stage 2 manuscript was evaluated by two of the reviewers who assessed it at Stage 1. Following revision, the recommender judged that the manuscript met the Stage 2 criteria and awarded a  positive recommendation. To ensure that the manuscript met the requirements of the PCI RR TOP guidelines, prior to this acceptance an email communication was sent to the authors by the recommender to ensure that study data were openly available on a temporary OSF link before the final data archive is full validated by the Finnish Social Sciences Data Archive (FSD). This is noted in the recommended preprint.
 
URL to the preregistered Stage 1 protocol: https://osf.io/usj5b
 
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. Karhulahti V.-M., Vahlo J., Martončik M., Munukka M., Koskimaa R. and Bonsdorff M. (2022). Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered Report. Peer-reviewed and recommended at Stage 2 by Peer Community in Registered Reports https://psyarxiv.com/qytrs
Ontological Diversity in Gaming Disorder Measurement: A Nationally Representative Registered ReportVeli-Matti Karhulahti, Jukka Vahlo, Marcel Martončik, Matti Munukka, Raine Koskimaa, Mikaela von Bonsdorff<p>Gaming-related health problems have been researched since the 1980s with numerous different “ontologies” as reference systems, from self-assessed “game addiction” to “pathological gambling” (in the DSM-IV), “internet gaming disorder” (in the 3r...Medical Sciences, Social sciencesCharlotte Pennington2022-05-23 16:14:04 View
15 Apr 2023
STAGE 1
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Reconstructing Gaming Disorder: A Taxonomy by Registered Report

How can the experiences of those who engage in video games in healthy and unhealthy ways be systematically organised?

Recommended by ORCID_LOGO based on reviews by Michelle Carras, Lukas J. Gunschera and Christopher Ferguson
People are often drawn into intensive video game use in ways they or others may find troubling, harmless or even praiseworthy. Understanding these different experiences may help with integrating intensive technology use into everyday life in a healthy way.
 
In this programmatic submission, Karhulahti et al. (2023) will explore the gaming experiences of three groups of people (those who have sought treatment for gaming, esport players, and adolescents who play around two hours every day), using phenomenological and clinical interviews, and gaming diary logs every four months over three years. Around 200-300 participants will be recruited initially from Finland, Slovakia, and South Korea. In order to further increase cross-cultural range, the study will apply a new duplication method to collect similar data also in countries that have been studied little in the past. The aim will be to answer the questions of a) Is it possible to distinguish passionate from pathological gaming by the meanings and values that players attach to videogame play? and b) What are the design structures of videogames, which are played intensively and/or with gaming-related health problems? Ultimately, the study aims to synthesise all its data into a new taxonomic system, which can help better understand the differences and idiosyncrasies of gaming in lives across cultures.
 
This Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on the comprehensive responses to the reviewers' feedback, 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/ekm8x
 
Level of bias control achieved: Level 4. At least some of the data/evidence that will be used to answer the research question already exists AND is accessible in principle to the authors (e.g. residing in a public database or with a colleague) BUT the authors certify that they have not yet accessed any part of that data/evidence
 
List of eligible PCI RR-friendly journals:
 
 
References
Karhulahti, V.-M., Martončik. M., Siutila, M., Park, S., Jin, J., Adamkovič, M., Auranen, T., Na, B., & Yoon, T.-J. (2023). Reconstructing Gaming Disorder: A Taxonomy by Registered Report​, in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/ekm8x
Reconstructing Gaming Disorder: A Taxonomy by Registered ReportVeli-Matti Karhulahti, Marcel Martončik, Miia Siutila, Solip Park, Yaewon Jin, Matúš Adamkovič, Tiina Auranen, Bora Na, Tae-Jin Yoon<p style="text-align: justify;">Videogames have become one of the most prevalent cultural forms around the world. While their role in art, pedagogy, and everyday life keeps growing, the health debates on videogame play—gaming—culminated in 2022 wi...Humanities, Medical Sciences, Social sciencesZoltan Dienes Oluwaseyi Adeliyi, Abiola Akinnubi 2022-10-10 15:09:55 View
24 Sep 2021
STAGE 1
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Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report

How does the phenomenology of "gaming disorder" differ from intensive but non-pathological videogame play?

Recommended by ORCID_LOGO based on reviews by Malte Elson, Peter Branney and Michelle Carras

In this Stage 1 Registered Report, Karhulahti and colleagues (2021) propose a qualitative, interview-based study of videogame play, with the central aim to understand key phenomological differences between gaming behaviour that is associated with vs. without health problems. This question is particularly important given the recent inclusion of "gaming disorder" in the WHO's International Statistical Classification of Diseases and Related Health Problems (ICD).

In recent years, the validity of "gaming disorder" as an identifiable mental illness has been controversial (e.g. Van Rooij et al, 2018), as has the debate concerning purported harms or benefits of gaming for mental health. This Stage 1 manuscript describes a rigorous qualitative investigation that should provide new insights on this question, and will also include a longitudinal component to examine changes in phenomonology over time, as well as an examination of the extent to which the phenomonology of gaming is reflected in the experiences of medical experts such as doctors, nurses, and therapists who have worked with gaming-related health problems.

More broadly, the manuscript breaks new ground for Registered Reports, being one of the first to focus on qualitative methods, while also making use of the Programmatic submission track in which the approved Stage 1 manuscript is intended to produce two Stage 2 manuscripts focusing on different elements of the project.

Three expert reviewers with a variety of field-specialist and qualitative methodological expertise assessed the Stage 1 manuscript over two rounds of in-depth review. Following revision, the reviewers and recommender agreed 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/a2rwg

Level of bias control achieved: Level 4. At least some of the data/evidence that will be used to answer the research question already exists AND is accessible in principle to the authors (e.g. residing in a public database or with a colleague), BUT the authors certify that they have not yet accessed any part of that data/evidence.

List of eligible PCI RR-friendly journals:

References

  1. Karhulahti V-M, Siutila M, Vahlo J, Koskimaa R (2021) Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report. PsyArXiv preprints, Stage 1 preregistration, in principle acceptance of version 1 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/q53jz
  2. van Rooij AJ, Ferguson CJ, Carras MC, Kardefelt-Winther D, Shi J, Aarseth E, Bean AM, Bergmark KH, Brus A, Coulson M, Deleuze J, Dullur P, Dunkels E, Edman J, Elson M, Etchells PJ, Fiskaali A, Granic I, Jansz J, Karlsen F, Kaye LK, Kirsh B, Lieberoth A, Markey P, Mills KL, Nielsen RKL, Orben A, Poulsen A, Prause N, Prax P, Quandt T, Schimmenti A, Starcevic V, Stutman G, Turner NE, Looy J van, Przybylski AK (2018) A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7, 1–9. https://doi.org/10.1556/2006.7.2018.19
Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered ReportVeli-Matti Karhulahti, Miia Siutila, Jukka Vahlo, Raine Koskimaa<p style="text-align: justify;">The recent inclusion of gaming disorder in the ICD-11 as a mental disorder has further increased the importance of researching the health spectrum related to gaming. A critical area in this regard is the lack of cla...Medical Sciences, Social sciencesChris Chambers2021-06-16 20:22:24 View
21 Sep 2022
STAGE 2
(Go to stage 1)
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Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report

The lived experience of gamers: a comparative qualitative investigation of treatment-seekers and esports players

Recommended by ORCID_LOGO based on reviews by Malte Elson and Peter Branney
Since 2018, the inclusion of “gaming disorder” in the ICD-11 has been met with a mixture of interest, confusion and controversy (Van Rooij et al, 2018), mirroring broader debates about the effects of gaming on mental health. One of the major gaps in understanding the validity of gaming disorder as an identifiable mental illness is the absence of qualitative studies comparing the lived experience of gamers who seek treatment with esports players who do not report health problems.
 
Here, Karhulahti et al. (2022) tackle this question in the first of two Stage 2 Registered Reports associated with their previous programmatic Stage 1 submission. Using interpretative phenomenological analysis in gamers and medical experts, they find that treatment-seekers and esports players differ in how gaming is associated with the sense of self, either interfering with the self for treatment-seekers or successfully integrating into the self for esports players. These findings help to identify the key characteristics of problematic and non-problematic gaming and call for more intensive and wide-reaching qualitative research in this area.
 
Following one round of in-depth review and revision, 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/a2rwg
 
Level of bias control achieved: Level 4. At least some of the data/evidence that was used to answer the research question existed prior to in-principle acceptance(IPA) but the authors certify that they did not access any part of that data/evidence prior to IPA.
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. van Rooij AJ, Ferguson CJ, Carras MC, Kardefelt-Winther D, Shi J, Aarseth E, Bean AM, Bergmark KH, Brus A, Coulson M, Deleuze J, Dullur P, Dunkels E, Edman J, Elson M, Etchells PJ, Fiskaali A, Granic I, Jansz J, Karlsen F, Kaye LK, Kirsh B, Lieberoth A, Markey P, Mills KL, Nielsen RKL, Orben A, Poulsen A, Prause N, Prax P, Quandt T, Schimmenti A, Starcevic V, Stutman G, Turner NE, Looy J van, Przybylski AK (2018) A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7, 1–9. https://doi.org/10.1556/2006.7.2018.19
 
2. Karhulahti V-M, Siutila M, Vahlo J, Koskimaa R (2022) Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report. Stage 2 Registered Report, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/q53jz
Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered ReportVeli-Matti Karhulahti, Miia Siutila, Jukka Vahlo, Raine Koskimaa<p>The recent inclusion of gaming disorder in the ICD-11 as a mental disorder has further increased the importance of researching the health spectrum related to gaming. A critical area in this regard is the lack of clarity concerning the differenc...Medical Sciences, Social sciencesChris Chambers2022-06-11 23:49:03 View
14 Aug 2023
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Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Report

How do intensive gaming experiences evolve over time in clinical and non-clinical contexts?

Recommended by ORCID_LOGO based on reviews by Peter Branney and Michelle Carras
Over the last 5 years the inclusion of “gaming disorder” in the ICD-11 been controversial (Van Rooij et al, 2018), mirroring wider public debate about the effects of gaming on mental health. One of the major gaps in understanding the validity of gaming disorder as an identifiable mental illness is the absence of qualitative studies comparing the lived experience of gamers who seek treatment with esports players who do not report health problems.
 
Here, Karhulahti et al. (2023) tackle this question in the second of two Stage 2 Registered Reports associated with their previous programmatic Stage 1 submission. Using interpretative phenomenological analysis, the authors undertook in-depth interviews over a 1-year period with treatment-seeking participants (N=5) and esports-playing participants (N=4) who did not experience gaming-related health problems. The authors sought to answer the folllwing primary question: How do the experiences and meanings of playing videogames—shaped by the individuals’ diverse sociocultural contexts—evolve in those with related health problems (as defined by treatment-seeking) and those who play esports games several hours per day while self-reporting no related health problems?
 
Both groups exhibited intense relationships with gaming that were cyclical over time across various dimensions, with fluctuations occurring in response to changes in health, occupation, and social networks. The observed variation over time was substantial, with individuals attaching and detaching from games involving hundreds or thousands of hours. The authors report treatment-seeking being followed by a search of new gaming and life meanings, while intensive gaming without related problems continued as an integrated part of the self, with resilience adapting and evolving in the face of unexpected life events. Taking into account their findings, the authors propose life thinning and resilience integration processes to help describe and explain how some individuals end up seeking treatment for their gaming, while for others gaming supports them and becomes integrated into their identity.
 
Following one round of in-depth review and revision, 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/a2rwg
 
Level of bias control achieved: Level 4.  At least some of the data/evidence that was used to answer the research question existed prior to in-principle acceptance(IPA) but the authors certify that they did not access any part of that data/evidence prior to IPA.
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. van Rooij AJ, Ferguson CJ, Carras MC, Kardefelt-Winther D, Shi J, Aarseth E, Bean AM, Bergmark KH, Brus A, Coulson M, Deleuze J, Dullur P, Dunkels E, Edman J, Elson M, Etchells PJ, Fiskaali A, Granic I, Jansz J, Karlsen F, Kaye LK, Kirsh B, Lieberoth A, Markey P, Mills KL, Nielsen RKL, Orben A, Poulsen A, Prause N, Prax P, Quandt T, Schimmenti A, Starcevic V, Stutman G, Turner NE, Looy J van, Przybylski AK (2018) A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions, 7, 1–9. https://doi.org/10.1556/2006.7.2018.19
 
2. Karhulahti V-M, Siutila M, Vahlo J, Koskimaa R (2023). Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Report [Stage 2 Registered Report], acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/hmcqz
Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered ReportVeli-Matti Karhulahti, Miia Siutila, Jukka Vahlo, Raine Koskimaa<p>The academic debates regarding the psychiatric relevance of gaming disorder continue largely because the lived experiences of treatment-seekers remain mostly unstudied. This registered report addresses the above research gap with a longitudinal...Humanities, Medical Sciences, Social sciencesChris Chambers2023-05-15 11:01:37 View