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IdTitleAuthors▼AbstractPictureThematic fieldsRecommenderReviewersSubmission date
07 Apr 2022
STAGE 1
toto

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)
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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
toto

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
28 Sep 2023
STAGE 1
toto

Hormonal Contraceptive Use and Women’s Sexuality and Well-Being: Estimating Treatment Effects and Their Heterogeneity Based on Longitudinal Data

The Causal Effects of Hormonal Contraceptives on Psychological Outcomes

Recommended by ORCID_LOGO based on reviews by Summer Mengelkoch and 2 anonymous reviewers
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 the current programmatic submission, Botzet et al. (2023) argue 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) 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 have proposed analysis of longitudinal data from the German Family Panel (PAIRFAM) which includes annual waves of data collection from >6500 women, with separate Stage 2 submissions planned to report findings based on sexuality and well-being. The proposed work will progress our understanding of the impact of hormonal contraceptives by overcoming limitations of more common research approaches in this field, and has the potential to contribute to a more contextualised view of the impact of their impacts in real-world practice.
 
The Stage 1 manuscript was evaluated over three 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/kj3h2
 
Level of bias control achieved: Level 3: 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 BUT the authors certify that they have not yet accessed any part of that data/evidence.
 
List of eligible PCI-RR-friendly journals:
 
References
 
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. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/kj3h2
 
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]
Hormonal Contraceptive Use and Women’s Sexuality and Well-Being: Estimating Treatment Effects and Their Heterogeneity Based on Longitudinal DataLaura J. Botzet, Julia M. Rohrer, Lars Penke, and Ruben C. Arslan<p>Different women experience hormonal contraceptives differently, reporting side effects on their sexuality and well-being that range from negative to positive. But research on such causal effects of hormonal contraceptives on psychological outco...Social sciencesThomas Evans2022-11-30 13:20:14 View
20 Jun 2022
STAGE 1
toto

Revisiting stigma attributions and reactions to stigma: Replication and extensions of Weiner et al. (1988)

Understanding the psychology of stigmas

Recommended by ORCID_LOGO based on reviews by Charlotte Pennington and Joanne Rathbone
Stigmas are prejudices or discrimination against people based on qualities that vary from the norm, such as a physical or mental illness, disability, sexuality, race, or one of many other personal characteristics. The harm caused by stigmatisation has made understanding the causes and potential solutions a vital area of study in psychology and public health. One of the major focuses of ongoing research is understanding the factors that determine whether a particular characteristic becomes stigmatised, and if so how the stigma might be eliminated. Previous research has found that for disease-based stigmas, the contagiousness, course, and disruptiveness of a disease can be influential. Another key determinant is the perceived cause of the stigmatised condition or characteristic. In a landmark study, Weiner et al. (1988) reported that attributes based on physical health were more likely to be perceived as being uncontrollable, stable and irreversible, prompting feelings of sympathy without anger or judgment. On the other hand, attributes related to mental health and behaviour were more likely to be regarded as controllable and reversible, prompting lack of sympathy coupled with feelings of anger and negative judgement. In a second experiment, they also found that manipulating the perception of controllability can modify emotional responses and judgments – for some stigmas (but not others), providing participants with information that a particular characteristic was controllable vs. uncontrollable was found to increase or decrease negative attributions, respectively.
 
In the current study, Yeung and Feldman (2022) propose to replicate Experiment 2 from Weiner et al. (1988) in a large online sample. In particular, they plan to ask how the source of a stigma is related to perceived controllability and stability, emotional reactions, and willingness to help. They also propose a range of extensions, including the inclusion of additional stigmas that have become relevant since the original study was published over 30 years ago.
 
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/k957f
 
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. Weiner, B., Perry, R. P., & Magnusson, J. (1988). An attributional analysis of reactions to stigmas. Journal of Personality and Social Psychology, 55, 738–748. https://doi.org/10.1037/0022-3514.55.5.738
 
2. Yeung, K. Y. & Feldman, G. (2022). Revisiting stigma attributions and reactions to stigma: Replication and extensions of Weiner et al. (1988), in principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/k957f
Revisiting stigma attributions and reactions to stigma: Replication and extensions of Weiner et al. (1988)Kwan Yin (Gladys) Yeung, Gilad Feldman <p>This is a scheduled PCI-RR snap shot for a planned project: "Revisiting stigma attributions and reactions to stigma: Replication and extensions of Weiner et al. (1988) ​"</p>Social sciencesChris Chambers Joanne Rathbone2022-02-15 10:55:13 View
20 Jan 2023
STAGE 2
(Go to stage 1)
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No reliable effect of task-irrelevant cross-modal statistical regularities on distractor suppression

Failure to learn cross-modally to suppress distractors

Recommended by ORCID_LOGO based on reviews by Miguel Vadillo and 1 anonymous reviewer
There are two fundamental processes that the brain engages in: statistical learning and selection. Indeed, past work has shown these processes often come together: People can use a task-irrelevant stimulus to predict a target stimulus even in different modalities (crossmodal statistical learning), thereby enhancing the processing of the target stimulus (selection). Further, people can learn where a distractor will be in order to efficiently suppress it (selecting out), using task irrelevant stimuli in the same modality (within-modality statistical learning).
 
In two experiments Jagini and Sunny found that people did not learn to use a task-irrelevant stimulus from a different modality (cross modal statistical learning) to suppress a distractor (selecting out). They also found that people had little awareness of the relation between the predictor task-irrelevant stimulus and the location of the distractor. The results may reflect limits on what can be achieved unconsciously.
 
Following peer review, 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/qjbmg
 
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. Jagini, K. K. & Sunny, M. M. (2023). No reliable effect of task-irrelevant cross-modal statistical regularities on distractor suppression. Stage 2 Registered Report, acceptance of Version 4 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/d8wes
No reliable effect of task-irrelevant cross-modal statistical regularities on distractor suppressionKishore Kumar Jagini, Meera Mary Sunny<p>Our sensory systems are known to extract and utilize statistical regularities in sensory inputs across space and time for efficient perceptual processing. Past research has shown that participants can utilize statistical regularities of target ...Humanities, Life Sciences, Social sciencesZoltan Dienes2022-11-21 15:30:30 View
26 Apr 2022
STAGE 1
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Do task-irrelevant cross-modal statistical regularities induce distractor suppression in visual search?

Learning cross-modally to suppress distractors

Recommended by ORCID_LOGO based on reviews by Miguel Vadillo and 1 anonymous reviewer
There are two fundamental processes that the brain engages in: statistical learning and selection. Indeed, past work has shown these processes often come together: People can use a task-irrelevant stimulus to predict a target stimulus even in different modalities (crossmodal statistical learning), thereby enhancing the processing of the target stimulus (selection). Further, people can learn where a distractor will be in order to efficiently suppress it (selecting out), using task irrelevant stimuli in the same modality (within-modality statistical learning).
 
In the current study, Jagini and Sunny will test whether people can learn where a distractor stimulus is, in order to suppress it (selecting out), using a task-irrelevant stimulus from a different modality (cross modal statistical learning). They will also test whether people can express awareness of the relation between the predictor task-irrelevant stimulus and the location of the distractor on a forced choice test. On some (but not other) theories of consciousness, such a test measures conscious knowledge of the association.
 
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/qjbmg
 
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. Jagini, K. K. & Sunny, M. M. (2022). Do task-irrelevant cross-modal statistical regularities induce distractor suppression in visual search? Stage 1 Registered Report, in principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/qjbmg
Do task-irrelevant cross-modal statistical regularities induce distractor suppression in visual search?Kishore Kumar Jagini and Meera Mary Sunny<p>We are constantly bombarded with a vast number of multisensory stimuli in our daily lives. Our sensory systems are known to extract and utilize statistical regularities in the sensory inputs across space and time to optimize the attentional ori...Humanities, Life Sciences, Social sciencesZoltan Dienes2021-12-21 15:23:20 View