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IMPORTANT ANNOUNCEMENT: To accommodate reviewer and recommender holiday schedules, we will be closed to ALL submissions from 1st Jul - 1st Sep. During this time, reviewers can submit reviews and recommenders can issue decisions, but no new or revised submissions can be made by authors.

The one exception to this rule is that authors using the scheduled track who submit their initial Stage 1 snapshot prior to 1st Jul can choose a date within the shutdown period to submit their full Stage 1 manuscript.

We recommend that authors submit at least 1-2 weeks prior to commencement of the shutdown period to enable time to make any required revisions prior to in-depth review.

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Latest recommendations

IdTitle * Authors * Abstract * PictureThematic fields * RecommenderReviewersSubmission date
14 Sep 2024
STAGE 2
(Go to stage 1)

Self-Control Beyond Inhibition. German Translation and Quality Assessment of the Self-Control Strategy Scale (SCSS)

Strategies for self control: German translation and evaluation of the Self Control Strategy Scale

Recommended by ORCID_LOGO based on reviews by Eleanor Miles, Kaitlyn Werner and Sebastian Bürgler
Self-control has shown to be a trait related to beneficial outcomes, including health, academic achievement and relationship quality. It is mostly understood as the ability to suppress immediate urges in order to achieve long-term goals, such as not watching another episode and therefore reaching a healthy amount of sleep. An emerging perspective on self-control shows that there is broader variety in applied strategies, such as removing oneself from a tempting situation, or reminding oneself of one's long-term goal, or reinterpreting the temptation.
 
Katzir et al. (2021) developed a novel instrument, the Self-Control Strategy Scale, that measured the tendency to engage in eight such strategies. In the current study, Roth et al. (2024) translated the scale into German and assessed its psychometric properties: internal consistency and retest reliability were sufficient for six or seven of the eight subscales. Further, different strategies (subscales) were related to particular outcomes; at least one strategy was related to each outcome for 20 out of 23 outcomes in health behavior, school/work achievement, life satisfaction, interpersonal functioning and pro-environmental behavior (though the particular pattern of similarities and differences would need confirming). Thus, the SCSS is a valid and reliable measure that can now be used in German.
 
The Stage 2 manuscript was evaluated over two rounds of in-depth review by the recommender and at least two expert reviewers. Following 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/s7qwk
 
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. Katzir, M., Baldwin, M., Werner, K. M., and Hofmann, W. (2021). Moving beyond inhibition: Capturing a broader scope of the self-control construct with the Self-Control Strategy Scale (SCSS). Journal of Personality Assessment, 103, 762-776. https://doi.org/10.1080/00223891.2021.1883627
 
2. Roth, L. H. O., Jankowski, J., Meindl, D., Clay, G., Mlynski, C., Freiman, O., Nordmann, A., Stenzel, L., and Wagner, V. (2024). Self-Control beyond inhibition. German Translation and Quality Assessment of the Self-Control Strategy Scale (SCSS) [Stage 2]. Acceptance of Version 3 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/gpmnv

Self-Control Beyond Inhibition. German Translation and Quality Assessment of the Self-Control Strategy Scale (SCSS)Leopold H. O. Roth, Julia M. Jankowski, Dominik Meindl, Georgia Clay, Christopher Mlynski, Olga Freiman, Artemis L. Nordmann, Loana-Corine Stenzel, Victoria Wagner<p>Self-control is crucial for goal attainment and related to several beneficial outcomes, such as health and education. For a long time, it was predominantly understood in terms of inhibition, namely the ability to suppress immediate urges for th...Social sciencesZoltan Dienes Kaitlyn Werner, Eleanor Miles, Sebastian Bürgler2024-06-28 11:50:25 View
04 Dec 2023
STAGE 1

Self-Control beyond inhibition. German Translation and Quality Assessment of the Self-Control Strategy Scale (SCSS)

Strategies for self control: German translation and evaluation of the Self Control Strategy Scale

Recommended by ORCID_LOGO based on reviews by Eleanor Miles, Kaitlyn Werner and Sebastian Bürgler
Self-control has shown to be a trait related to beneficial outcomes, including health, academic achievement and relationship quality. It is mostly understood as the ability to surpress immediate urges in order to achieve long-term goals, such as not watching another episode and therefore reaching a healthy amount of sleep. An emerging perspective on self-control shows that there is broader variety in applied strategies, such as removing oneself from a tempting situation, or reminding oneself of one's long-term goal, or reinterpreting the temptation.
 
Katzir et al. (2021) developed a novel instrument, the Self-Control Strategy Scale, that measured the tendency to engage in eight such strategies. In the current study, Roth et al. (2023) propose to translate the scale into German and assess its psychometric properties. Further, they will determine which strategies are related to particular outcomes that may be beneficial; for example, amount of physical activity engaged in, how healthy the diet is, exam performance and life satisfaction.
 
The Stage 1 manuscript was evaluated over two rounds of in-depth review by the recommender and at least two expert reviewers, before issuing in-principle acceptance.
 
URL to the preregistered Stage 1 protocol: https://osf.io/s7qwk
 
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. Katzir, M., Baldwin, M., Werner, K. M., & Hofmann, W. (2021). Moving beyond inhibition: Capturing a broader scope of the self-control construct with the Self-Control Strategy Scale (SCSS). Journal of Personality Assessment, 103, 762-776. https://doi.org/10.1080/00223891.2021.1883627
 
2. Roth, L. H. O., Jankowski, J., Clay, G., Meindl, D., Vogt, L.-M., Wagner, V., Nordmann, A., Stenzel, L., Freiman, O., Mlynski, C., & Job, V. (2023). Self-Control beyond inhibition. German Translation and Quality Assessment of the Self-Control Strategy Scale (SCSS). In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/s7qwk

Self-Control beyond inhibition. German Translation and Quality Assessment of the Self-Control Strategy Scale (SCSS)Leopold H. O. Roth1, Julia Jankowski1, Georgia Clay1, Dominik Meindl1, Lisa-Marie Vogt1, Victoria Wagner1, Artemis Nordmann1, Loana Stenzel1, Olga Freiman1, Christopher Mlynski1, Veronika Job1; 1University of Vienna, Vienna, Austria<p>Self-control is crucial for goal attainment and related to several beneficial outcomes, such as health and education. For a long time, it was predominantly understood in terms of inhibition, namely the ability to suppress immediate urges for th...Social sciencesZoltan Dienes2023-07-13 13:46:30 View
08 Apr 2025
STAGE 2
(Go to stage 1)

Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: A longitudinal study on poor implementation

Self regulation by gaming companies for the use of loot boxes is not working

Recommended by ORCID_LOGO based on reviews by Chris Chambers
Video games may provide the option of spending real money in exchange for probabilistically receiving game-relevant rewards; in effect, encouraging potentially young teenagers to gamble. The industry has subscribed to a set of regulatory principles to cover the use of such "loot boxes", including 1) that they will prevent loot box purchasing by under 18s unless parental consent is given; 2) that they will make it initially clear that the game contains loot boxes; and 3) that they will clearly disclose the probabilities of receiving different rewards.
 
Can the industry effectively self regulate? Xiao and Lund (2025) evaluated this important question by investigating the 100 top selling games on the Apple App Store and estimating the percentage compliance to these three regulatory principles at two time points 6 months apart. In all cases compliance was minimal, or even non-existent. The authors recommend stricter legal regulations of loot boxes.
 
The Stage 2 manuscript was evaluated over one round of review. The recommender judged that the manuscript met the Stage  2 criteria for recommendation.
 
URL to the preregistered Stage 1 protocol: https://osf.io/3knyb
 
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 IPA, 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
 
Xiao, L. & Lund, M. (2025). Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: A longitudinal study on poor implementation [Stage 2]. Acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/3re4n
Non-compliance with and non-enforcement of UK loot box industry self-regulation on the Apple App Store: A longitudinal study on poor implementationLeon Y. Xiao, Mie Lund<p>Loot boxes in video games can be purchased with real-world money in exchange for random rewards. Stakeholders are concerned about loot boxes’ similarities with gambling and their potential harms (e.g., overspending money and developing gambling...Humanities, Social sciencesZoltan Dienes2025-01-13 12:43:11 View
07 Apr 2022
STAGE 1

Breaking Ban: Assessing the effectiveness of Belgium’s gambling law regulation of video game loot boxes

Has the “ban” of loot boxes eliminated them from Belgian mobile games?

Recommended by ORCID_LOGO based on reviews by Andrew Moshirnia, Joseph Macey and Jason Chin
Paid 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

  • Drummond, A., Sauer, J. D., Hall, L. C., Zendle, D., & Loudon, M. R. (2020). Why loot boxes could be regulated as gambling. Nature Human Behaviour, 4(10), 986-988.
  • Macey, J., & Bujić, M. (2022). "The Talk of the Town: Community Perspectiveson Loot Boxes." In Ruotsalainen et al. (eds), Modes of Esports Engagement in Overwatch (pp. 199-223). Palgrave Macmillan.
  • Xiao, L. (2022) “Breaking Ban: Assessing the effectiveness of Belgium’s gambling law regulation of loot boxes.” Stage 1 Registered Report, in principle acceptance of Version 5 by Peer Community in Registered Reports.
  • Xiao, L. Y., Henderson, L. L., Yang, Y., & Newall, P. W. (2021). Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China. Behavioural Public Policy, 1-27.
Breaking Ban: Assessing the effectiveness of Belgium’s gambling law regulation of video game loot boxesLeon 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 sciencesVeli-Matti Karhulahti2022-02-07 22:54:50 View
14 Nov 2022
STAGE 2
(Go to stage 1)
article picture

Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxes

Loot boxes remain prevalent in Belgium despite their “ban”

Recommended by ORCID_LOGO based on reviews by Andrew Moshirnia, Joseph Macey and Jason Chin
Several 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 boxesLeon 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 sciencesVeli-Matti Karhulahti2022-07-28 12:29:57 View
18 Jan 2023
STAGE 1
article picture

Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulation

How effective is self-regulation in loot box labelling?

Recommended by ORCID_LOGO based on reviews by Pete Etchells and Jim Sauer
Paid 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-regulationLeon 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 sciencesChris Chambers2022-09-17 00:14:51 View
07 Mar 2023
STAGE 2
(Go to stage 1)

Beneath the label: Unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companies

Failure of industry self-regulation in loot box labelling

Recommended by ORCID_LOGO
Paid 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 companiesLeon 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 sciencesChris Chambers Jim Sauer, Pete Etchells 2023-02-12 16:17:34 View
25 Mar 2024
STAGE 1
article picture

Assessing compliance with UK loot box industry self-regulation on the Apple App Store: a 6-month longitudinal study on the implementation process

Does self regulation by gaming companies for the use of loot boxes work?

Recommended by ORCID_LOGO based on reviews by Chris Chambers, Lukas J. Gunschera and Andy Przybylski
Video games may provide the option of spending real money in exchange for probabilistically receiving game-relevant rewards; in effect, encouraging potentially young teenagers to gamble. The industry has subscribed to a set of regulatory principles to cover the use of such "loot boxes", including 1) that they will prevent loot box purchasing by under 18s unless parental consent is given; 2) that they will make it initially clear that the game contains loot boxes; and 3) that they will clearly disclose the probabilities of receiving different rewards.
 
Can the industry effectively self regulate? Xiao (2024) will evaluate this important question by investigating the 100 top selling games on the Apple App Store and estimating the percentage compliance to these three regulatory principles at two time points 6 months apart.
 
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/3knyb
 
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.
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. Xiao, L. (2024). Assessing compliance with UK loot box industry self-regulation on the Apple App Store: a 6-month longitudinal study on the implementation process. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/3knyb
Assessing compliance with UK loot box industry self-regulation on the Apple App Store: a 6-month longitudinal study on the implementation processLeon Y. Xiao<p>Loot boxes in video games can be purchased with real-world money in exchange for random rewards. Stakeholders are concerned about loot boxes’ similarities with gambling and their potential harms (e.g., overspending). The UK Government has decid...Humanities, Social sciencesZoltan Dienes2023-08-27 22:47:03 View
13 Jul 2023
STAGE 1

Modulatory effects of instructions on extinction efficacy in appetitive and aversive learning: A registered report

Neurocognitive insights on instructed extinction in the context of pain

Recommended by ORCID_LOGO based on reviews by Tom Beckers, Gaëtan Mertens and Karita Ojala
Rapid learning in response to pain is a crucial survival mechanism, relying on forming associations between cues in the environment and subsequent pain or injury. Existing evidence suggests that associations between conditioned stimuli (cues) and unconditioned aversive stimuli (such as pain) are learned faster than for appetitive stimuli that signal pain relief. In addition, when the link between a conditioned and unconditioned stimulus is broken (by unpairing them), the extinction of this learning effect is slower for aversive that appetitive stimuli, resulting in a flatter extinction slope. Understanding why extinction slopes are reduced for aversive stimuli is important for advancing theoretical models of learning, and for devising ways of increasing the slope (and thus facilitating extinction learning) could help develop more effective methods of pain relief, particularly in the treatment of chronic pain.
 
In the current programmatic submission, Busch et al. (2023) will undertake two Registered Reports to test whether a verbal instruction intervention that explicitly informs participants about contingency changes between conditioned and unconditioned stimuli facilitates extinction learning, especially for aversive (painful) stimuli, and how changes in extinction learning relate to neural biomarkers of functional connectivity. In the first Registered Report, they will initially seek to replicate previous findings including faster acquisition of aversive than appetitive conditioned stimuli as well as incomplete extinction of aversive conditioned stimuli without verbal instruction. They will then test how the instruction intervention alters extinction slopes and the completeness of extinction for appetitive and aversive stimuli, using a range of behavioral measures (expectancy and valence ratings) and physiological measures (pupillometry, skin conductance responses). To shed light on the neural correlates of these processes, in the second Registered Report the authors will use functional magnetic resonance imaging (fMRI) to ask firstly how acquisition and extinction of aversive and appetitive conditioned responses are related to resting state brain connectivity within a network that includes ventromedial prefrontal cortex, amygdala, and striatum, and secondly, whether the effectiveness of instruction on extinction learning is associated with differences in resting state connectivity across this network.
 
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/cj75p (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. Busch, L., Wiech, K., Gamer, M., Knicses, B., Spisak, T., Schmidt, K., & Bingel, U. (2023). Modulatory effects of instructions on extinction efficacy in appetitive and aversive learning: A registered report. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/cj75p
Modulatory effects of instructions on extinction efficacy in appetitive and aversive learning: A registered reportLea Busch, Katja Wiech, Matthias Gamer, Balint Kincses, Tamas Spisak, Katharina Schmidt, Ulrike Bingel<p>In the context of pain, extinction learning has been shown to be slower or incomplete for aversive compared to appetitive cues (i.e., cues signaling pain exacerbation and pain relief, respectively), potentially due to their higher biological re...Medical SciencesChris Chambers2022-10-15 19:45:48 View
22 Jan 2025
STAGE 2
(Go to stage 1)

Positive Treatment Effects and High Heterogeneity of Hormonal Contraceptive Use on Women's Sexuality

The Causal Effects of Hormonal Contraceptives on Sexuality Outcomes

Recommended by ORCID_LOGO based on reviews by Summer Mengelkoch and 1 anonymous reviewer
Ensuring universal access to sexual and reproductive health and reproductive rights is a global concern, exemplified by goal 5.6 of the Sustainable Development Goals (UN General Assembly, 2015). Whilst the range of contraceptive options have increased, our understanding of the impacts of use for women are inadequate and represent a key barrier to positive change in policies and practices. In particular, we have few consensuses on the expected impacts of hormonal contraceptive use on women's sexuality and wellbeing.
 
In their Stage 1 Report, Botzet et al. (2023) argued that this inconclusive evidence base could be due to the wide heterogeneity in responses, the impacts of this heterogeneity upon attrition, differences in contraceptive methods and dosage effects, confounders, and the potential for reverse causality. Tackling some of these potential factors, Botzet (2023) planned to explore whether hormonal contraceptive use influences sexuality and well-being outcomes, and whether (and to what extent) the effects vary between women. To achieve this they proposed analysis of longitudinal data from the German Family Panel (PAIRFAM) which included annual waves of data collection, with separate Stage 2 submissions planned to report findings based on sexuality and well-being.
 
This specific Stage 2 Report, Botzet et al. (2025) focus upon the sexuality-based outcomes of the programme of work and found positive effects of hormonal contraceptives on sexual frequency and sexual satisfaction (but not desired sexual frequency), having controlled for a number of potential confounding variables. However, they also found relatively high heterogeneity for individual treatment effects, suggesting that predicting its effect for any given individual may be difficult. This work is a rigorous starting point for better understanding the impacts of hormonal contraceptives and the possibility for tailored approaches to contraception. 
 
The Stage 2 manuscript was evaluated following one round of in-depth review. Based on detailed responses to the reviewers' and recommenders' comments, the recommender judged that the manuscript met the Stage 2 criteria and therefore awarded a positive recommendation.
 
URL to the preregistered Stage 1 protocol: https://osf.io/kj3h2
 
Level of bias control achieved: Level 3. At least some of the data/evidence that was used to answer the research question existed and was accessible in principle prior to IPA but the authors certify that they did not access any part of that data/evidence until after IPA.
 
List of eligible PCI-RR-friendly journals:
 
 
References
 
1. Botzet, L. J., Rohrer, J. M., Penke, L. & Arslan, R. C. (2023). Hormonal Contraceptive Use and Women's Sexuality and Well-Being: Estimating Treatment Effects and Their Heterogeneity Based on Longitudinal Data [Stage 1]. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/kj3h2
 
2. Botzet, L. J., Rohrer, J. M., Penke, L. & Arslan, R. C. (2025). Positive Treatment Effects and High Heterogeneity of Hormonal Contraceptive Use on Women's Sexuality [Stage 2]. Acceptance of Version 3 by Peer Community in Registered Reports.
 
2. UN General Assembly (2015). Transforming our world : the 2030 Agenda for Sustainable Development, 21 October 2015, A/RES/70/1. Available at: https://www.refworld.org/docid/57b6e3e44.html [accessed 27 September 2023]
Positive Treatment Effects and High Heterogeneity of Hormonal Contraceptive Use on Women's SexualityLaura J. Botzet, Julia M. Rohrer, Lars Penke, Ruben C. Arslan<p>Different women experience hormonal contraceptives differently, reporting side effects on their sexuality that range from negative to positive. But research on such causal effects of hormonal contraceptives on psychological outcomes struggles b...Life Sciences, Social sciencesThomas Evans2024-03-15 15:07:34 View