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IdTitle▼AuthorsAbstractPictureThematic fieldsRecommenderReviewersSubmission date
01 Dec 2022
STAGE 1
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Cerebral lateralization of writing in students at risk for dyslexia using functional Transcranial Doppler ultrasonography

Lateralisation for written language in primary school students at risk for dyslexia

Recommended by ORCID_LOGO based on reviews by Margriet Groen and Todd Richards
While cerebral lateralisation for oral language is well-characterised, cerebral lateralisation for written language is much less well-understood. In this study, Papadopoulou et al. (2022) will use functional transcranial Doppler ultrasonography to assess lateralisation for written language in 7- to 9-year-old children at risk for dyslexia and neurotypical children. They will use tasks that assess efficiency in reading and writing names as well as speed and fluency in writing. The findings of this manuscript will highlight whether children with dyslexia showed atypical lateralisation for language in a written task. In addition, the authors plan to explore the correlation between lateralisation and writing competence. 
 
The Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on the edits made to the manuscript, and detailed responses to the reviewers' comments, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/u54tk (under temporary private embargo)
 
Level of bias control achieved: Level 6. No part of the data or evidence that will be used to answer the research question yet exists and no part will be generated until after IPA. 
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. Papadopoulou, A.-K., Vlachos, F., Pervanidou, P., Anesiadou, S., Antoniou, F., Phylactou, P., Badcock, N.A. & Papadatou-Pastou, M. (2022). Cerebral lateralization of writing in students at risk for dyslexia using functional Transcranial Doppler ultrasonography, in principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/u54tk (under temporary private embargo)
Cerebral lateralization of writing in students at risk for dyslexia using functional Transcranial Doppler ultrasonographyAnastasia-Konstantina Papadopoulou, Filippos Vlachos, Panagiota Pervanidou, Sofia Anesiadou, Faye Antoniou, Phivos Phylactou, Nicholas A. Badcock, Marietta Papadatou-Pastou<p>It is well established that the left hemisphere is dominant in oral language in the majority of neurotypical individuals, while a more symmetrical pattern of activation in shown in cases of language disorders, such as dyslexia. Cerebral lateral...Humanities, Life Sciences, Social sciencesSaloni Krishnan Margriet Groen, Todd Richards2022-06-06 09:00:26 View
04 Dec 2023
STAGE 1
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Cerebral laterality as assessed by functional transcranial Doppler ultrasound in left-and right-handers: A comparison between handwriting and writing using a smartphone

Does typing on a smartphone involve the same neural mechanisms as writing by hand?

Recommended by ORCID_LOGO based on reviews by Todd Richards and Dorothy Bishop
Language production is associated with a distinct lateralised pattern of brain activation biased toward the left cerebral hemisphere. This also applies to writing. It has also been shown to be modulated by handedness, with less pronounced lateralisation in left-handers. However, in recent decades the use of handwriting has declined significantly while the use of smartphones has exploded. To date, no study has explored whether the same neural correlates of written language production found for handwriting also hold for typing on a smartphone.
 
In the current study, Samsouris et al. (2023) will use functional transcranial Doppler ultrasound (fTCD) to measure blood flow velocity within cerebral hemispheres to investigate this question. This technique is particularly suited for this purpose because it provides better control for the movement confounds associated with a writing task and the technical challenges of using a smart device than other neuroimaging techniques like fMRI or M/EEG. The authors hypothesise that there will be no difference in left cerebral lateralisation for handwriting and typing on a smartphone. They also expect to replicate previous findings of weaker lateralisation in left-handers in written language production when typing on a smartphone. To isolate the effect of written language production, both these conditions will be corrected for their corresponding motor component using control conditions without a linguistic component.
 
The Stage 1 manuscript was evaluated over 6 rounds of in-depth review by the recommender and two expert reviewers, before issuing in-principle acceptance.
 
URL to the preregistered Stage 1 protocol: https://osf.io/j7egz
 
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. Samsouris, C., Badcock, N. A., Vlachos, F., & Papadatou-Pastou, M. (2023). Cerebral laterality as assessed by functional transcranial Doppler ultrasound in left-and right-handers: A comparison between handwriting and writing using a smartphone. In principle acceptance of Version 7 by Peer Community in Registered Reports. https://osf.io/j7egz
Cerebral laterality as assessed by functional transcranial Doppler ultrasound in left-and right-handers: A comparison between handwriting and writing using a smartphoneChristos Samsouris, Nicholas A. Badcock, Filippos Vlachos, Marietta Papadatou-Pastou<p>Neuroscientific studies of traditional handwriting have revealed a left cerebral lateralization pattern for written language production, with distinct patterns between left- and right-handers. However, no study to date has investigated the cere...Life Sciences, Social sciencesD. Samuel Schwarzkopf2022-11-01 10:27:39 View
06 Jun 2022
STAGE 1
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Causal evidence for the role of the sensory visual cortex in visual short-term memory maintenance

Can the visual cortex maintain information in the short term?

Recommended by ORCID_LOGO based on reviews by Robert McIntosh, Evie Vergauwe and Vincent van de Ven
According 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. seek to address 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 will causally influence the sensory cortex at relevant times while tightening up on possible confounds in earlier research.
 
The Stage 1 manuscript was evaluated over two rounds of in-depth review by three expert reviewers. 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/empdt
 
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. Phylactou, P., Shimi, A. & Konstantinou, N. (2022). Causal evidence for the role of the sensory visual cortex in visual short-term memory maintenance, in principle acceptance of Version 5 by Peer Community in Registered Reports. https://osf.io/empdt
Causal evidence for the role of the sensory visual cortex in visual short-term memory maintenance Phylactou, P., Shimi, A., & Konstantinou, N.<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 sciencesZoltan Dienes2021-10-10 11:44:54 View
14 Mar 2023
STAGE 2
(Go to stage 1)
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Causal evidence for the role of the sensory visual cortex in visual short-term memory maintenance

The visual cortex can maintain information for up to a second

Recommended by ORCID_LOGO based on reviews by Evie Vergauwe and Vincent van de Ven
According 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 maintenancePhivos 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 sciencesZoltan Dienes2023-01-03 08:47:59 View
14 Apr 2023
STAGE 1
toto

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

Expanding the Intervention Potential of Tabletop Role-Playing Games

Recommended by ORCID_LOGO based on reviews by Charlotte Pennington, Matúš Adamkovič and Matti Vuorre
The 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 videogamesJoël 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 sciencesVeli-Matti Karhulahti Matti Vuorre, Matúš Adamkovič, Charlotte Pennington2023-02-06 11:09:55 View
15 Oct 2023
STAGE 1
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Can one-shot learning be elicited from unconscious information?

Can unconscious experience drive perceptual learning?

Recommended by ORCID_LOGO based on reviews by Jeffrey Saunders and 1 anonymous reviewer
Unconscious priming effects have fascinated not just psychologists but also ad-makers and consumers alike. A related phenomenon in perception is illustrated by presenting participants with two-tone images, which are degraded versions of images of objects and scenes. These two-tone images look like and are indeed judged as meaningless dark and light patches. Upon presenting the actual template image, however, the two-tone image is accurately recognized. This perceptual learning is abrupt, robust, and long-lasting (Daoudi et al., 2017). Surprisingly, Chang et al. (2016) showed that such perceptual disambiguation of two-tone images can happen even in the absence of conscious awareness of having seen the template image. 
 
Halchin et al. (2023) in the current study propose to conduct a conceptual replication of Chang et al. (2016) with important modifications to the procedures to address limitations with the earlier work. Specifically, there was no explicit manipulation of levels of conscious awareness of the template images in the original study. Therefore, miscategorization of low-confidence awareness as unaware could have led to an erroneous conclusion about unconscious priors guiding perceptual learning. Such miscategorization errors and how to tackle them are of interest to the broader field of consciousness studies. Furthermore, a conceptual replication of Chang et al. (2016) is also timely given that prior related work suggests that masking impairs not only conscious awareness of visual features but also blocks processing of higher-level information about the images (e.g. object category). 
 
To address the issues identified above, Halchin et al. (2023) propose to experimentally manipulate conscious awareness by masking the template image very quickly (i.e., a short stimulus onset asynchrony; SOA) or by allowing some more time to induce weak and strong conscious awareness, respectively. The SOAs were validated through pilot studies. Furthermore, they include a four-point perceptual awareness scale instead of the original yes/no options to gauge participants’ subjective awareness of the template images. The authors also propose multiple experiments to include different ways of testing participants’ objective ability to identify the masked template images. Last but not least, the proposed design includes a stronger control condition than the original study by using masked images created from related images (e.g. belonging to the same semantic category). Depending on the results obtained in the main experiments, the inclusion of this control allows the authors to conduct a third experiment to investigate whether the results in the first two can be explained by semantic priming. The proposed study is sufficiently powered (as demonstrated through simulations), and Bayesian statistical procedures will be used to test the main hypotheses. In summary, the proposed work offers a significant improvement in terms of experimental procedures over the original study. If the Chang et al. (2016) results are replicated, the stronger design in the current study is likely to lead to a better understanding of the mechanisms underlying unconscious priors guiding perceptual learning. On the other hand, a failure to replicate not just Chang et al. (2016)’s results but also effects across the three experiments in the current study would raise legitimate questions about the reality of unconscious information guiding perceptual learning. 
 
The study plan was refined across two rounds of review, with input from two external reviewers who both agreed that the proposed study is well designed, timely, and scientifically valid. The recommender then reviewed the revised manuscript and judged that the study met the Stage 1 criteria for in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/juckg
 
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
 
1. Daoudi, L. D., Doerig, A., Parkosadze, K., Kunchulia, M. & Herzog, M. H. (2017). The role of one-shot learning in #TheDress. Journal of Vision, 17, 15-15. https://doi.org/10.1167/17.3.15 
 
2. Chang, R., Baria, A. T., Flounders, M. W., & He, B. J. (2016). Unconsciously elicited perceptual prior. Neuroscience of Consciousness, 2016. https://doi.org/10.1093/nc/niw008 
 
3. Halchin, A.-M., Teuful, C. & Bompas, A. (2023). Can one-shot learning be elicited from unconscious information? In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/juckg
Can one-shot learning be elicited from unconscious information? Adelina-Mihaela Halchin, Christoph Teufel, Aline Bompas<p>The human brain has the remarkable ability to make sense of highly impoverished images once relevant prior information is available. Fitting examples of this effect are two-tone images, which initially look like meaningless black-and-white patc...Life SciencesVishnu Sreekumar2022-11-30 00:34:07 View
14 Nov 2022
STAGE 2
(Go to stage 1)
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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
07 Apr 2022
STAGE 1
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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
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
18 Jan 2023
STAGE 1
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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