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IdTitle▼AuthorsAbstractPictureThematic fieldsRecommenderReviewersSubmission date
25 Jun 2023
STAGE 1
toto

Reference points and decision-making: Impact of status quo and defaults in a conceptual replication and extensions Registered Report of Dinner et al. (2011)

Understanding the impact of status quo bias and the default effect on decision-making

Recommended by ORCID_LOGO based on reviews by Laurens van Gestel, Julia Nolte and Sylvain Chabé-Ferret
Everyday decisions can often be biased by how different options are presented and which choices were made previously, over and above whichever option is rationally preferable. Two such major biases in judgment and decision-masking are status quo bias and the default effect. The status quo bias reflects a tendency for people to choose an option that has already been implemented or represents the current state of affairs (for instance, choosing to remain with a current energy supplier rather than switching to a different one, even when the current supplier provides less value for money), while the default effect is a bias toward taking a course of action that would occur automatically in the absence of an active choice (such as the pre-selected energy supplier in questionnaire). Status quo bias and default effects can overlap or diverge: the status quo option will often be the same as the default, while on other occasions the default option in a choice set will be determined by other factors and differ from the option that was already implemented.
 
In the current study, Yam and Feldman (2023) propose a replication and extension of an influential study by Dinner et al. (2011) that purported to examine default effects but, arguably, actually studied its nearby cousin, status quo bias. Using a large online sample, the authors will independently test for the existence of both status quo bias and the default effect, before then asking whether (and if so how) status quo bias and default effects interact and how they are related to several potential explanatory variables, including perceived effort (which may be lower for the status quo or default) and endorsements (whether through direct recommendations or indirectly through perceived norms). The authors also build in additional manipulation checks and comprehension checks, in addition to exploratory analyses examining (among other variables), the political orientation of participants.
 
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/ep3jh
 
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. Dinner, I., Johnson, E. J., Goldstein, D. G., & Liu, K. (2011). Partitioning default effects: Why people choose not to choose. Journal of Experimental Psychology: Applied, 17, 332– 341. https://doi.org/10.1037/a0024354

2. Yam, M. L. M.  & Feldman, G. (2023). Reference points and decision-making: Impact of status quo and defaults in a conceptual replication and extensions Registered Report of Dinner et al. (2011), in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/ep3jh
Reference points and decision-making: Impact of status quo and defaults in a conceptual replication and extensions Registered Report of Dinner et al. (2011)Monique Moon Ling YAM, Gilad Feldman <p>This is a scheduled PCI-RR snap shot for a planned project: "Default, status quo, and past behavior effects: Examining impact of reference points on decisions in a replication and extensions of Dinner et al. (2011)"</p>Social sciencesChris Chambers2023-02-02 06:02:29 View
15 Apr 2023
STAGE 1
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Reconstructing Gaming Disorder: A Taxonomy by Registered Report

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

Recommended by ORCID_LOGO based on reviews by Michelle Carras, Lukas J. Gunschera and Christopher Ferguson
People are often drawn into intensive video game use in ways they or others may find troubling, harmless or even praiseworthy. Understanding these different experiences may help with integrating intensive technology use into everyday life in a healthy way.
 
In this programmatic submission, Karhulahti et al. (2023) will explore the gaming experiences of three groups of people (those who have sought treatment for gaming, esport players, and adolescents who play around two hours every day), using phenomenological and clinical interviews, and gaming diary logs every four months over three years. Around 200-300 participants will be recruited initially from Finland, Slovakia, and South Korea. In order to further increase cross-cultural range, the study will apply a new duplication method to collect similar data also in countries that have been studied little in the past. The aim will be to answer the questions of a) Is it possible to distinguish passionate from pathological gaming by the meanings and values that players attach to videogame play? and b) What are the design structures of videogames, which are played intensively and/or with gaming-related health problems? Ultimately, the study aims to synthesise all its data into a new taxonomic system, which can help better understand the differences and idiosyncrasies of gaming in lives across cultures.
 
This Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on the comprehensive responses to the reviewers' feedback, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/ekm8x
 
Level of bias control achieved: Level 4. At least some of the data/evidence that will be used to answer the research question already exists AND is accessible in principle to the authors (e.g. residing in a public database or with a colleague) BUT the authors certify that they have not yet accessed any part of that data/evidence
 
List of eligible PCI RR-friendly journals:
 
 
References
Karhulahti, V.-M., Martončik. M., Siutila, M., Park, S., Jin, J., Adamkovič, M., Auranen, T., Na, B., & Yoon, T.-J. (2023). Reconstructing Gaming Disorder: A Taxonomy by Registered Report​, in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/ekm8x
Reconstructing Gaming Disorder: A Taxonomy by Registered ReportVeli-Matti Karhulahti, Marcel Martončik, Miia Siutila, Solip Park, Yaewon Jin, Matúš Adamkovič, Tiina Auranen, Bora Na, Tae-Jin Yoon<p style="text-align: justify;">Videogames have become one of the most prevalent cultural forms around the world. While their role in art, pedagogy, and everyday life keeps growing, the health debates on videogame play—gaming—culminated in 2022 wi...Humanities, Medical Sciences, Social sciencesZoltan Dienes Oluwaseyi Adeliyi, Abiola Akinnubi 2022-10-10 15:09:55 View
25 Mar 2024
STAGE 1
toto

Reading and vocabulary knowledge in English-Meetei Mayek biliterates

Diversifying our understanding of children’s word learning

Recommended by ORCID_LOGO based on reviews by Maxine Schaefer and 1 anonymous reviewer
The positive relation between word reading and children’s vocabulary development has been extensively documented. That said, like most research in psychology and the behavioral sciences, the available evidence comes predominantly from majority populations. In the context of language learning, that means monolingual speakers or multilingual speakers where there is close alignment between home and school language learning. But what does the relation between word learning and vocabulary knowledge look like when the learning contexts are discordant?
 
In the current study, Pamei et al. (2024) propose to examine this question by investigating word learning and vocabulary development in two languages, English and Meetei Mayek, among a sample of Grade 3 (approximate age 10), students in Manipur, India. In this context, formal literacy education begins in English rather than in students’ regional home language of Meetei Mayek. This fact provides an innovative context in which to understand how a) whether the relation between word reading and vocabulary looks different in the two languages, and b) whether there is linguistic interdependence between learning in the two languages. This study is poised to bring important underrepresented data that goes beyond the dominant contexts from which our knowledge of language learning has been generated, and thus has the potential to contribute to new lines of empirical and theoretical work that is inclusive of global variations. 
 
The Stage 1 manuscript was evaluated over three rounds of in-depth peer review, the first two consisting of substantial comments from two scholars with relevant expertise, and the third consisting of a close review by the recommender. 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/7htv2
 
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. Pamei, G., McBride, C. & Inoue, T. (2024). Reading and vocabulary knowledge in English-Meetei Mayek biliterates. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/7htv2
Reading and vocabulary knowledge in English-Meetei Mayek biliteratesGairan Pamei, Catherine McBride, Tomohiro Inoue<p>The objective of the current study is to examine the association between word reading and vocabulary knowledge in English and Meetei Mayek. The target sample (N = 354) is children in Grades 3 and 4 attending schools in Manipur, the average age ...Social sciencesMoin Syed2023-04-15 14:16:14 View
18 Oct 2023
STAGE 1
toto

Putting things into perspective: Which visual cues facilitate automatic extraretinal symmetry representation?

Understanding how visual cues influence extraretinal representation of planar symmetry

Recommended by ORCID_LOGO and ORCID_LOGO based on reviews by Tadamasa Sawada, Guillaume Rousselet, Benoit Cottereau and Deborah Apthorp
Visual symmetry is critical to our interaction with our environment so that when detected, symmetry automatically produces a neural marker in the form of an Event Related Potential (ERP) called Sustained Posterior Negativity (SPN). However, when symmetry is presented to the visual system slanted away from the viewer, there is a reduction in SPN, termed a perspective cost. 
 
Considering ​objects are rarely presented front-on (or frontoparallel) in our natural environment, Karakashevska et al., (2023) plan to examine the extent of the perspective cost with the addition of visual cues to facilitate extraretinal representation of the visual symmetry. The authors will record electroencephalography (EEG) from 120 participants while they perform a luminance task on symmetrical and asymmetrical stimuli. The authors hypothesize perspective cost will be reduced by three perspective cues: 1) monocular viewing, when cue conflict caused by binocular viewing is eliminated, 2) a static frame surrounding the symmetrical stimulus, adding a depth cue, and 3) a moving frame, assisting 3D perception prior to the symmetry onset. If the SPN is equivalent during frontoparallel and slanted presentation in a cue condition, the authors will conclude extraretinal representation can be automatic when sufficient visual cues are available. The proposed experiment is powered to detect a relatively small difference between perspective cue conditions. This will solidify fundamental research on visual symmetry processing and will further our understanding of object perception and recognition. 
 
The Stage 1 manuscript was evaluated over three rounds by four expert reviewers. Following in-depth review and responses from the authors, the recommenders have determined that Stage 1 criteria was met and have awarded in-principle acceptance (IPA). 
​​​​
URL to the preregistered Stage 1 protocol: https://osf.io/yzsq5
 
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. Karakashevska, E., Bertamini, M. & Makin, A. D. J. (2023). Putting things into perspective: Which visual cues facilitate automatic extraretinal symmetry representation? [Stage 1 Registered Report]. In principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/yzsq5
Putting things into perspective: Which visual cues facilitate automatic extraretinal symmetry representation?Elena Karakashevska, Marco Bertamini and Alexis D.J. Makin <p>A challenge for the visual brain is to identify objects from a range of different viewpoints. This study will determine the conditions under which the brain spends computational resources to achieve view-invariance. We focus on view-invariant r...Life SciencesGrace Edwards2023-04-17 21:52:26 View
07 Apr 2023
STAGE 1
toto

Psychological predictors of long-term esports success: A Registered Report

What psychological factors predict long-term success in esports?

Recommended by and ORCID_LOGO based on reviews by Justin Bonny and Maciej Behnke
Electronic sports (esports), the competitive play of video games, has seen a large surge in popularity over the past few decades. Millions of people nowadays participate in esports as a hobby, and many consider becoming professional esports athletes as a potential career path. However, psychological factors that may predict one's long-term success in esports have remained unclear.

In the current study, Martončik and colleagues (2023) propose to examine potential predictors of long-term esports success, in three currently most impactful PC esports games, namely League of Legends, Counter Strike: Global Offensive, and Fortnite. Based on an extensive review of the literature and four pilot studies, the authors will examine to what extent naive practice and deliberate practice, as well as other psychological factors such as attention, speed of decision-making, reaction time, teamwork, intelligence and persistence, can predictor player's highest rank in the past 12 months, as an indicator of long-term success. Deliberate practice has been proposed to play an essential role in the development of expertise in other domains, and the current study offers a test of the role of both naive and deliberate practice in long-term esports success. The novel measurement on naive and deliberate practice, developed as part of the current investigation, will also be a valuable contribution to future research on esports. Lastly, from an applied perspective, the results of the current study will be of great interest to individuals who are considering pursuing a professional career in esports, as well as professional and semi-professional esports teams and coaches.

This Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on the comprehensive responses to the reviewers' feedback, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/84zbv
 
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
 
Martončik, M., Karhulahti, V.-M., Jin, Y. & Adamkovič, M. (2023). Psychological predictors of long-term esports success: A Registered Report, in principle acceptance of Version 1.4 by Peer Community in Registered Reports. https://osf.io/84zbv
Psychological predictors of long-term esports success: A Registered ReportMarcel Martončik, Veli-Matti Karhulahti, Yaewon Jin, Matúš Adamkovič<p>The competitive play of digital games, esports, has attracted worldwide attention of hundreds of millions of young people. Although esports players are known to practice in similar ways to other athletes, it remains largely unknown what factors...Social sciencesZhang Chen2022-08-17 12:12:51 View
26 Feb 2024
STAGE 2
(Go to stage 1)
toto

Psychological predictors of long-term esports success: A Registered Report

Psychological predictors of long-term success in esports

Recommended by and ORCID_LOGO based on reviews by Justin Bonny and Maciej Behnke
The competitive play of digital games known as ‘esports’ has surged in popularity over the past few decades. Millions of people nowadays participate in esports as a hobby, and many consider becoming professional esports athletes as a potential career path. However, psychological factors that may predict one's long-term success in esports are not entirely clear.
 
The current Registered Report by Martončik and colleagues (2024) offered a comprehensive test of potential predictors of long-term success in the two currently most impactful PC esports games, namely League of Legends (LoL) and Counter Strike: Global Offensive (CSGO). A wide range of predictors were examined, including native and deliberate practice, attention, intelligence, reaction time, and persistence etc. In both LoL and CSGO, deliberate practice did not meaningfully predict players' highest rank in the past 12 months, as an indicator of long-term success. Younger age predicted better performance in both titles though. Lastly, two title-specific predictors emerged: in LoL, more non-deliberate practice hours predicted better performance, while in CSGO better attention predicted better performance.
 
To explain these findings, the authors proposed the information density theory. Different games differ in the amount of knowledge that is required for achieving long-term success. For information-heavy games such as LoL, naive practice hours may be more essential for players to acquire game-relevant information via playing, compared to information-light games such as CSGO. This might also explain why deliberative practice did not meaningfully predict performance in LoL and CSGO. While this theory still needs to be further tested, the current results will be useful to individuals who are considering pursuing a professional career in esports, as well as professional and semi-professional esports teams and coaches.
 
This Stage 2 manuscript was assessed over two rounds of in-depth review. The recommenders judged the responses to the reviewers' comments were satisfactory, and that the manuscript met the Stage 2 criteria for recommendation.
 
URL to the preregistered Stage 1 protocol: https://osf.io/84zbv
 
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
 
Martončik, M., Karhulahti, V.-M., Jin, Y. & Adamkovič, M. (2023). Psychological predictors of long-term esports success: A Registered Report [Stage 2]. Acceptance of Version 1.7 by Peer Community in Registered Reports. https://osf.io/b6vdf
Psychological predictors of long-term esports success: A Registered ReportMarcel Martončik, Veli-Matti Karhulahti, Yaewon Jin, Matúš Adamkovič<p>The competitive play of digital games, esports, has attracted worldwide attention of hundreds of millions of young people. Although esports players are known to practice in similar ways to other athletes, it remains largely unknown what factors...Social sciencesZhang Chen2023-09-26 07:15:41 View
22 Apr 2024
STAGE 2
(Go to stage 1)
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Progression of white matter hyperintensities is related to blood pressure increases and global cognitive decline – a registered report

White matter lessions are associated with increases in blood pressure and global cognitive decline

Recommended by ORCID_LOGO based on reviews by Isabel Garcia Garcia
Cerebral small vessel disease (CSVD) is a common and multi-faceted set of pathologies that affect the small arteries, arterioles, venules and capillaries of the brain. The disease manifests through a range of symptoms and conditions, including psychiatric disorders, abnormal gait, and urinary incontinence, while accounting for 25% of strokes and nearly 50% of dementia.
 
The presence of CSVD is associated with white matter lesions detected as white matter hyperintensities (WMH) using neuroimaging, which have in turn been shown to predict future stroke, cognitive decline and dementia. While vascular risk factors of CSVD (such as hypertension and obesity) are also associated with CSVD, a complete picture of the predictive relationship between WMH, cognitive decline, and blood pressure remains to be determined, as does the role of sex/gender. These inter-relationships are important to determine for improving the diagnosis and treatment of CSVD.
 
In the current study, Beyer et al. analysed a large emerging dataset from the LIFE-Adult project – a longitudinal, two-wave, population-based study – to ask whether higher blood pressure predicts a greater increase in WMH, and whether progression of WMH is associated with measures of memory and executive function. In addition, the authors explored the relationship between abdominal obesity and WMH progression, and the extent to which WMH progression, and its interaction with vascular risk factors, depends on sex/gender.
 
Results revealed no reliable association between baseline blood pressure with WMH progression. WMH progression significantly predicted global cognitive decline but not decline in executive function specifically. Exploratory analyses revealed that increases in diastolic blood pressure as well as baseline and systolic blood pressure were associated with WMH progression, specifically in frontal periventricular regions, but there was no association of waist-to-hip ratio (a proxy of abdominal fat deposits) with WMH progression nor any gender-specific associations. The authors conclude that strict control of blood pressure might confer a protective effect, limiting WMH progression and negative effects on global cognitive function in the middle-aged to older population.
 
The Stage 2 manuscript was evaluated over one round of in-depth review. Based on responses to the reviewer's comments, the recommender judged that the manuscript met the Stage 2 criteria and awarded a positive recommendation.
 
URL to the preregistered Stage 1 protocol: https://osf.io/qkbgj
 
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 Stage 1 in-principle acceptance, 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
 
1. Beyer, F., Lammer, L., Loeffler, M., Riedel-Heller, S., Debette, S., Villringer, A. & Witte, A. V. (2023). Progression of white matter hyperintensities is related to blood pressure increases and global cognitive decline – a registered report [Stage 2]. Acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/k24pm
Progression of white matter hyperintensities is related to blood pressure increases and global cognitive decline – a registered reportFrauke Beyer, Laurenz Lammer, Markus Loeffler, Steffi Riedel-Heller, Stéphanie Debette, Arno Villringer, A. Veronica Witte<p>Introduction<br>White matter hyperintensities (WMH) reflect cerebral small vessel disease (cSVD), a major brain pathology contributing to cognitive decline and dementia. Vascular risk factors including higher diastolic blood pressure (DBP) have...Humanities, Medical SciencesChris Chambers2024-02-15 17:16:37 View
24 Sep 2021
STAGE 1
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Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report

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

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

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

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

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

Three expert reviewers with a variety of field-specialist and qualitative methodological expertise assessed the Stage 1 manuscript over two rounds of in-depth review. Following revision, the reviewers and recommender agreed that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA). 

URL to the preregistered Stage 1 protocol: https://osf.io/a2rwg

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

List of eligible PCI RR-friendly journals:

References

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

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

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

Personal factors and group creativity characteristics: A correlational meta-analysis

Which personal factors are associated with group creativity?

Recommended by ORCID_LOGO and ORCID_LOGO based on reviews by Evan Carter and Greg Feist
What determines whether groups of people can come up with ideas that are both original and useful? Since the 1960s, this question has been intensively studied with the help of more or less structured group creativity activities such as brainstorming or creative problem solving, with subsequent rating of the generated ideas.
 
In this line of research, personal factors—such as personality traits, and other interindividual differences in emotion and cognition—have received substantial attention as potential correlates of creative outcomes of group activities. This has spawned a sprawling literature that, to date, has not yet been synthesized. Thus, empirical findings in this literature, which are also sometimes contradictory, have not yet been well-integrated.
 
In the present study, Fillon et al. (2022) will conduct the first meta-analysis of correlations between personal factors and group creativity outcomes. The authors will search and synthesize the existing (published and unpublished) literature according to predetermined criteria to (1) assess the overall relationship between a broad list of personal factors and creativity outcomes in group settings and (2) explore potential moderators of these relationships. The latter research question includes substantive moderators, such as familiarity between group members, group size, and type of task, but also publication status.
 
The Stage 1 manuscript was evaluated over five rounds of in depth-review. Based on detailed responses to reviewers’ and the recommenders’ comments, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance.
 
URL to the preregistered Stage 1 protocol: https://osf.io/nybg6
 
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. Fillon, A. A., Girandola, F., Bonnardel, N., Kenworth, J. B., Wiernik. B. M. & Souchet, L. (2022). Personal factors and group creativity characteristics: A correlational meta-analysis, in principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/nybg6

Personal factors and group creativity characteristics: A correlational meta-analysisAdrien A. Fillon, Fabien Girandola, Nathalie Bonnardel, Jared B. Kenworthy, Brenton M. Wiernik & Lionel Souchet<p>Previous research has investigated the relationship between personal factors and group creativity outcomes. On one side, they showed that individual differences play a role in group creativity. On the other side, they showed that group creativi...Social sciencesJulia M. Rohrer2021-08-03 16:32:23 View