Announcements
December 2023 submission closure: Please note that to accommodate reviewer and recommender holiday schedules, PCI RR will be closed to ALL submissions from 1st December 2023 until 10th January 2024. During this time, reviewers will remain able to submit reviews, and recommenders can issue decision letters for ongoing submissions, but no new or revised submissions can be made by authors.
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Latest recommendations

Id | Title▲ | Authors | Abstract | Picture | Thematic fields | Recommender | Reviewers | Submission date | |
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16 Sep 2022
STAGE 1
![]() Action-Inaction Asymmetries in Emotions and Counterfactual Thoughts: Meta-Analysis of the Action EffectSiu Kit Yeung, Gilad Feldman https://osf.io/ycenpCharting meta-analytic evidence for the action-effectRecommended by Chris Chambers based on reviews by Dan Quintana, Emiel Cracco and priyali rajagopalWinston Churchill once famously quipped, “I never worry about action, but only inaction.” Churchill, however, may have been an exception to the rule, with psychological research suggesting that people are more concerned about the consequences of actions than inactions. During the so-called “action-effect”, first reported by Kahneman and Tversky (1982), people regret an action leading to a bad outcome more than they do an inaction leading to the same bad outcome In the current study, Yeung and Feldman (2022) propose a wide-ranging meta-analysis to characterise evidence for the action-effect, focusing in particular on emotions and counterfactual thoughts – that is, mental representations of alternative decisions (or “what if” thoughts). Consistent with the expected consequences of the action-effect on emotion, they predict that action will be associated with stronger negative emotions than inaction (when outcomes are negative), and with stronger positive emotions than inaction (when outcomes are positive). The authors also expect action to be associated with a greater abundance of counterfactual thought compared to inaction. In addition to examining the overall reliability of the action-effect (plus a range of exploratory questions), the study will also examine the extent to which the action-effect is moderated by temporal distance (with more recent events or behaviours predicted to associated with a stronger action effect), the type of study design, prior outcomes and social norms, the specificity (vs. generality) of the prior event, and whether the study employed a hypothetical scenario or a real-life event. 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 awarded in-principle acceptance (IPA). URL to the preregistered Stage 1 protocol: https://osf.io/4pvs6 Level of bias control achieved: Level 2. At least some data/evidence that will be used to answer the research question has been accessed and partially observed by the authors, but the authors certify that they have not yet observed the key variables within the data that will be used to answer the research question References | Action-Inaction Asymmetries in Emotions and Counterfactual Thoughts: Meta-Analysis of the Action Effect | Siu Kit Yeung, Gilad Feldman | <p>Action-effect refers to the phenomenon in which people experience, associate, or attribute stronger emotions for action compared to inaction. In this registered report, we conducted a meta-analysis of the action effect literature (k = [enter nu... | Social sciences | Chris Chambers | 2021-07-16 14:02:56 | View | ||
18 May 2023
STAGE 1
![]() A multilab investigation into the N2pc as an indicator of attentional selectivity: Direct replication of Eimer (1996)Martin Constant, Ananya Mandal, Dariusz Asanowicz, Motonori Yamaguchi, Helge Gillmeister, Dirk Kerzel, David Luque, Francesca Pesciarelli, Thorsten Fehr, Faisal Mushtaq, Yuri G. Pavlov, Heinrich R. Liesefeld https://psyarxiv.com/3472yIs the N2pc a correlate of attentional selection? An #EEGManyLabs multi-lab registered replication of Eimer (1996)Recommended by Maxine Sherman based on reviews by Reny Baykova and Clayton HickeyThe N2pc is a lateralised ERP component that is often interpreted as a marker of attentional allocation, so much so that it is frequently used a tool in the attention literature for inferring that a stimulus was attentionally processed. This interpretation of N2pc can be traced back to the seminal work of Eimer (1996), which has been conceptually replicated many times but has never been replicated directly.
This registered direct replication by Constant et al. (2023) forms part of a larger series of large-scale, multi-lab replications of highly influential EEG papers by the #EEGManyLabs project (Pavlov et al., 2021). Seven labs (with the potential for more to sign up later), will conduct high-powered replications of the critical Experiment 2 of Eimer (1996), where in the crucial conditions, participants discriminate a target letter (M vs W) or colour (blue vs green) in the presence of a distractor. Using four preprocessing pipelines, including the original, the authors will test whether the N2pc is observed over parieto-occipital electrodes contralateral to target presentation.
The Stage 1 manuscript was evaluated over one round of in-depth review and one additional round of minor corrections. 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/dw68r
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 (so-called “primary RR”)
List of eligible PCI RR-friendly journals:
References
1. Constant, M., Mandal, A., Asanowicz, D., Yamaguchi, M., Gillmeister, H., Kerzel, D., Luque, D., Pesciarelli, F., Fehr, T., Mushtaq, F., Pavlov, Y. G. & Liesefeld, H. R. (2023). A multilab investigation into the N2pc as an indicator of attentional selectivity: Direct replication of Eimer (1996), in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/dw68r
2. Eimer, M. (1996). The N2pc component as an indicator of attentional selectivity. Electroencephalography and Clinical Neurophysiology, 99, 225-234. https://doi.org/10.1016/0013-4694(96)95711-9
3. Pavlov, Y. G., Adamian, N., Appelhoff, S., Arvaneh, M., Benwell, C. S., Beste, C., ... & Mushtaq, F. (2021). #EEGManyLabs: Investigating the replicability of influential EEG experiments. Cortex, 144, 213-229. https://doi.org/10.1016/j.cortex.2021.03.013
| A multilab investigation into the N2pc as an indicator of attentional selectivity: Direct replication of Eimer (1996) | Martin Constant, Ananya Mandal, Dariusz Asanowicz, Motonori Yamaguchi, Helge Gillmeister, Dirk Kerzel, David Luque, Francesca Pesciarelli, Thorsten Fehr, Faisal Mushtaq, Yuri G. Pavlov, Heinrich R. Liesefeld | <p>The N2pc is widely employed as an electrophysiological marker of an attention allocation. This interpretation was in no small part driven by the observation of an N2pc elicited by an isolated relevant target object, which was reported as Experi... | Life Sciences, Social sciences | Maxine Sherman | 2023-02-24 11:41:52 | View | ||
08 Feb 2022
STAGE 1
![]() Arithmetic deficits in Parkinson's Disease? A registered reportHannah D. Loenneker, Inga Liepelt-Scarfone, Klaus Willmes, Hans-Christoph Nuerk, & Christina Artemenko https://osf.io/cdxfm/?view_only=9ddf45dcfdd846f3998cfb0d842dcf16Getting the numbers right in Parkinson's disease?Recommended by Zoltan Dienes based on reviews by Pia Rotshtein, Ann Dowker, Stephanie Rossit and 1 anonymous reviewerEveryday life, including for patients taking different types of medicine, involves dealing with numbers. Even though Parkinson's disease may ordinarily be thought of as primarily being a motor disorder, there is evidence that numerical abilities decline as Parkinson's disease progresses. Further, the brain areas involved in arithmetic operations overlap with the areas that degenerate in Parkinson's disease. In this Stage 1 Registered Report, Loenneker et al. (2022) will test healthy controls, Parkinson disease patients with normal cognition, and Parkinson disease patients with mild cognitive impairment on general working memory tasks as well as arithmetic performance on the four basic operations (addition, subtraction, multiplication, division). The study aims to test whether or not there is a deficit in each operation, and the relation of any deficits to general working memory capacity. The Stage 1 manuscript was evaluated over four rounds of review (including two rounds of in-depth specialist review). Based on comprehensive 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/nb5fj 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 Loenneker, H. D., Liepelt-Scarfone, I., Willmes, K., Nuerk, H.-C., & Artemenko, C. (2022). Arithmetic deficits in Parkinson’s Disease? A Registered Report. Stage 1 preregistration, in principle acceptance of version 4 by Peer Community in Registered Reports. https://osf.io/nb5fj | Arithmetic deficits in Parkinson's Disease? A registered report | Hannah D. Loenneker, Inga Liepelt-Scarfone, Klaus Willmes, Hans-Christoph Nuerk, & Christina Artemenko | <p>Elderly people and patients with neurodegenerative diseases such as Parkinson’s Disease (PD) immensely rely on arithmetic skills to lead an independent life. Activities such as medication management, financial transactions or using public trans... | ![]() | Life Sciences | Zoltan Dienes | 2021-06-29 19:23:53 | View | |
13 Jun 2022
STAGE 1
![]() Associations of fear, anger, happiness, and hope with risk judgments: Revisiting appraisal-tendency framework with a replication and extensions of Lerner and Keltner (2001)Sirui Lu; Gilad Feldman https://osf.io/zbqyr/Replicating the relationship between emotions and judgments of riskRecommended by Chris Chambers based on reviews by Kelly Wolfe, Max Primbs, Agata Sobków and Karolina ScigalaHow do emotions interact with cognition? The last 40 years has witnessed the rise of cognitive-appraisal theories, which propose that emotions can be differentiated along an axis of cognitive dimensions such as certainty, pleasantness, attentional activity, control, anticipated effort, and responsibility (Smith and Ellsworth, 1985). Early tests of such theories focused especially on the impact of the valence – pleasantness/unpleasantness – of emotions on judgment and decision-making, finding, for instance, that negative mood induction can heighten pessimistic estimates of risk (Johnson & Tversky, 1983).
The Appraisal-Tendency Framework proposed by Lerner and Keltner (2000) refined cognitive-appraisal theory by proposing that specific emotions trigger a predisposition to appraise future (or hypothetical) events in line with the central appraisal dimensions that triggered the emotion, even when the emotion and the judgment are unrelated. For example, an individual who is triggered to become fearful of a heightened risk, such as nuclear war, may then exhibit heightened pessimism about risks unrelated to war. The Appraisal-Tendency Framework also predicts relationships between traits, such as between fear, anger and risk-taking/risk-seeking tendencies. In an influential paper, Lerner and Keltner (2001) reported direct empirical support for the Appraisal-Tendency Framework, which aside from its influence in cognitive/affective psychology has had considerable impact in behavioural economics, moral psychology, and studies of consumer behaviour.
In the current study, Lu and Feldman (2022) propose to replicate three key studies from Lerner and Keltner (2001) in a large online sample. Through a combination of replication and extension, the authors will probe the relationship between various trait emotions (including fear, anger, happiness, and hope) and trait characteristics of risk seeking and optimistic risk assessment. The authors also propose examining how the ambiguity of triggering events moderates the relationship between specific emotions and risk judgments.
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/8yu2x 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. Smith, C. A., & Ellsworth, P. C. (1985). Patterns of cognitive appraisal in emotion. Journal of Personality and Social Psychology, 48, 813-838. https://doi.org/10.1037/0022-3514.48.4.813
2. Johnson, E. J., & Tversky, A. (1983). Affect, generalization, and the perception of risk. Journal of Personality and Social Psychology, 45(1), 20–31. https://doi.org/10.1037/0022-3514.45.1.20
3. Lerner, J. S., & Keltner, D. (2000). Beyond valence: Toward a model of emotion-specific influences on judgment and choice. Cognition & Emotion, 14, 473-493. https://doi.org/10.1080/026999300402763
4. Lerner, J. S., & Keltner, D. (2001). Fear, anger, and risk. Journal of Personality and Social Psychology, 81, 146–159. https://doi.org/10.1037/0022-3514.81.1.146
5. Lu, S. & Feldman, G. (2022). Associations of fear, anger, happiness, and hope with risk judgments: Revisiting appraisal-tendency framework with a replication and extensions of Lerner and Keltner (2001), in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/8yu2x | Associations of fear, anger, happiness, and hope with risk judgments: Revisiting appraisal-tendency framework with a replication and extensions of Lerner and Keltner (2001) | Sirui Lu; Gilad Feldman | <p>This is a scheduled PCI-RR snap shot for a planned project: "Associations of fear, anger, happiness, and hope with risk judgments: Revisiting appraisal-tendency framework with a replication and extensions of Lerner and Keltner (2001)"</p> | Social sciences | Chris Chambers | 2022-01-31 09:36:29 | 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 | |
14 Apr 2023
STAGE 1
![]() Can playing Dungeons and Dragons be good for you? A registered exploratory pilot program using offline Tabletop Role-Playing Games (TTRPGs) to mitigate social anxiety and reduce problematic involvement in multiplayer online videogamesJoël Billieux, Jonathan Bloch, Lucien Rochat, Loïs Fournier, Iliyana Georgieva, Charlotte Eben, Marc Malmdorf Andersen, Daniel Luke King, Olivier Simon, Yasser Khazaal, Andreas Lieberoth https://osf.io/hzyvaExpanding the Intervention Potential of Tabletop Role-Playing GamesRecommended by Veli-Matti Karhulahti based on reviews by Charlotte Pennington, Matúš Adamkovič and Matti VuorreThe human capacity and need for play has been recognized as a central psychotherapeutic component for a long time (e.g. Winnicott 1971). More recently, experts have started developing specialized digital gameplay to be used as therapeutic tools and even utilizing existing videogames for similar purposes (see Ceranoglu 2010). On the other hand, the concerns about some players becoming overinvolved in videogames also led the World Health Organization to include “gaming disorder” in the 11th edition of the International Classification of Diseases, which echoes the nuance required to address human-technology relationships in general.
In the present registered report, Billieux et al. (2023) make use of analog structured role-play in a new intervention aiming to mitigate social anxiety and problematic gaming patterns in online gamers. The authors carry out an exploratory pilot to test a 10-week protocol over three modules inspired by the well-known Dungeons & Dragons franchise. Through multiple single-case design, the authors explore the feasibility of the intervention and its effectiveness on social skills, self-esteem, loneliness, assertiveness, and gaming disorder symptoms. The Stage 1 manuscript was evaluated over two rounds by three experts with experimental specializations in psychopathology and gaming. 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/h7qat 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. Billieux J., Bloch J., Rochat L., Fournier L., Georgieva I., Eben C., Andersen M. M., King D. L., Simon O., Khazaal Y. & Lieberoth A. (2023). Can playing Dungeons and Dragons be good for you? A registered exploratory pilot program using offline Tabletop Role-Playing Games (TTRPGs) to mitigate social anxiety and reduce problematic involvement in multiplayer online videogames. In principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/h7qat 2. Ceranoglu, T. (2010). Video Games in Psychotherapy. Review of General Psychology, 14 (2). https://doi.org/10.1037/a0019439
3. Winnicott, D. (1971/2009). Playing and Reality. Routledge.
| Can playing Dungeons and Dragons be good for you? A registered exploratory pilot program using offline Tabletop Role-Playing Games (TTRPGs) to mitigate social anxiety and reduce problematic involvement in multiplayer online videogames | Joël Billieux, Jonathan Bloch, Lucien Rochat, Loïs Fournier, Iliyana Georgieva, Charlotte Eben, Marc Malmdorf Andersen, Daniel Luke King, Olivier Simon, Yasser Khazaal, Andreas Lieberoth | <p><strong>Background</strong>. Gamers with poor self-concept, high social anxiety, and high loneliness are more at risk of problematic involvement in videogames and particularly in massively multiplayer online role-playing games (MMORPGs) than ot... | Social sciences | Veli-Matti Karhulahti | Matti Vuorre, Matúš Adamkovič, Charlotte Pennington | 2023-02-06 11:09:55 | View | |
Causal evidence for the role of the sensory visual cortex in visual short-term memory maintenancePhivos Phylactou; Andria Shimi; Nikos Konstantinou https://doi.org/10.31234/osf.io/64hdxThe visual cortex can maintain information for up to a secondRecommended by Zoltan Dienes based on reviews by Evie Vergauwe and Vincent van de VenAccording to the sensory recruitment framework, the visual cortex is at least in part responsible for maintaining information about elementary visual features in visual short term memory. Could an early visual area, constantly taking in new information, really be responsible for holding information for up to a second? But conversely, could higher order regions, such as frontal regions, really hold subtle sensory distinctions? It must be done somewhere. Yet the existing evidence is conflicting. Phylactou et al. addressed this question by applying transcranial magnetic stimulation (TMS) to disrupt early visual areas at intervals up to a second after stimulus presentation to determine the effect on visual short term memory performance. In this way, they causally influenced the sensory cortex at relevant times while tightening up on possible confounds in earlier research.
They found that TMS applied to the occipital hemisphere at each of 200ms and 1000ms after presentation of a brief visual stimulus disrupted stimuls detection on a visual short term memory test. These findings support sensory recruitment, which claims that both perceptual and memory processes rely on the same neural substrates in the visual cortex.
The Stage 2 manuscript was evaluated by two expert reviewers. Based on detailed responses to the reviewers' comments, the recommender judged that the manuscript met the Stage 2 criteria for recommendation.
URL to the preregistered Stage 1 protocol: https://osf.io/empdt
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 Stage 1 IPA. List of eligible PCI RR-friendly journals:
References
1. Phylactou, P., Shimi, A. & Konstantinou, N. (2023). Causal evidence for the role of the sensory visual cortex in visual short-term memory maintenance, acceptance of Version 13 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/64hdx
| Causal evidence for the role of the sensory visual cortex in visual short-term memory maintenance | Phivos Phylactou; Andria Shimi; Nikos Konstantinou | <p>The role of the sensory visual cortex during visual short-term memory (VSTM) remains controversial. This controversy is possibly due to methodological issues in previous attempts to investigate the effects of transcranial magnetic stimulation (... | Social sciences | Zoltan Dienes | 2023-01-03 08:47:59 | View |
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