CHEN Zhang's profile
avatar

CHEN Zhang

  • Department of Experimental Psychology, Ghent University, GENT, Belgium
  • Social sciences
  • recommender

Recommendations:  6

Reviews:  2

Recommendations:  6

22 Nov 2024
STAGE 2
(Go to stage 1)

The capacity of response training to help resist the consumption of sugary drinks

Gamified response training with sugary drinks does not facilitate adherence to a restrictive diet

Recommended by based on reviews by Matthias Aulbach and Pieter Van Dessel
Many people nowadays struggle with maintaining a healthy diet. Despite the intentions to eat healthily, they often over-consume highly palatable yet nutrient-poor foods and drinks, which in turn can lead to many health problems. There is therefore a need to develop tools that can help people resist the (over-)consumption of such foods and drinks. 

Previous work has shown that training people to execute certain motor responses toward food items can modify their liking for these items, which may also influence their subsequent consumption behavior. Based on these findings, Najberg et al. (2023) developed a mobile game that combined two food-related response training tasks, namely the go/no-go training (Veling et al., 2017) and the cue-approach training (Schonberg et al., 2014). The experimental group was trained to consistently inhibit their responses toward sugary drinks in the go/no-go training, and consistently respond to water items in the cue-approach training (i.e., 100% consistent mapping). In the control group, the mapping between an item and response requirement was 50%, such that participants executed both go and no-go responses toward sugary drinks and water. Najberg et al. (2023) found that after the training, the experimental group reported more reduction in liking for sugary drinks and more increase in liking for water items compared to the control group. However, both groups showed equivalent reduction in self-reported consumption of sugary drinks. 

Using the same design (i.e., 100% vs. 50% consistency), in the current study, Najberg et al. (2024) further examined whether the combined go/no-go and cue-approach training game could help people resist the consumption of sugary drinks. Participants were divided into the experimental and control group (N = 100 and 92, respectively), and received the respective training for a minimum of seven days (and up to 20 days). After completing the training, they were asked to avoid the trained sugary drinks. The number of days in which they reported to successfully adhere to this restrictive diet was used as the main dependent variable. Contrary to their predictions, the two groups did not differ in how long they resisted the consumption of sugary drinks after training. Both groups showed equivalent reductions in liking for sugary drinks (contrary to the finding in Najberg et al., 2023), but this reduction in liking was not correlated with the number of successful days of diet in the experimental group. Lastly, those who trained for more days in the experimental group also adhered to the diet for a longer duration, but this correlation might be explained by differences in motivation across individuals.

Together, these results suggest that consistently withholding responses toward sugary drinks and responding to water items does not help people resist the consumption of sugary drinks, compared to a control intervention in which the mapping is 50%. More research is therefore needed to test the effectiveness of food-related response training in changing consumption behavior outside of laboratory contexts.

The Stage 2 manuscript was evaluated over three rounds of review by two expert reviewers who also assessed the Stage 1 manuscript. Following detailed responses to the recommender and the reviewers’ comments, the recommender judged that the manuscript met the Stage 2 criteria and awarded a positive recommendation.
 
List of eligible PCI-RR-friendly journals: 
 
 
References

1. Najberg, H., Mouthon, M., Coppin, G., & Spierer, L. (2023). Reduction in sugar drink valuation and consumption with gamified executive control training. Scientific Reports, 13, 10659. https://doi.org/10.1038/s41598-023-36859-x
 
2. Veling, H., Lawrence, N. S., Chen, Z., van Koningsbruggen, G. M., & Holland, R. W. (2017). What Is Trained During Food Go/No-Go Training? A Review Focusing on Mechanisms and a Research Agenda. Current Addiction Reports, 4, 35–41. https://doi.org/10.1007/s40429-017-0131-5
 
3. Schonberg, T., Bakkour, A., Hover, A. M., Mumford, J. A., Nagar, L., Perez, J., & Poldrack, R. A. (2014). Changing value through cued approach: An automatic mechanism of behavior change. Nature Neuroscience, 17, 625–630. https://doi.org/10.1038/nn.3673

4. Najberg, H., Tapparel, M., & Spierer, L. (2024). The capacity of response training to help resist the consumption of sugary drinks [Stage 2]. Acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/eu7j4?view_only=4934c0215f2943cfb42e019792a30b53
22 Nov 2024
STAGE 1

Sugary drinks devaluation with response training helps to resist to their consumption

Can gamified response training with sugary drinks help people to resist consumption?

Recommended by based on reviews by Loukia Tzavella, Matthias Aulbach and Pieter Van Dessel
The excessive consumption of energy-dense but nutrient-poor foods and drinks can lead to many health problems. There is thus an increasing need for tools that may help people reduce the consumption of such foods and drinks. Training people to consistently respond or not respond to food items has been shown to reliably change their subjective evaluations of and choices for these items, mostly within laboratory settings. However, evidence on whether such trainings can also modify real consumption behavior remains mixed.

Najberg et al. developed a mobile-based response training game that combines two training tasks, one in which people consistently do not respond to sugary drinks (i.e., the go/no-go training), and one in which they consistently respond to water items rapidly (i.e., the cue-approach training). Recent work showed that after the training, participants in the experimental group reported more reduction in liking for sugary drinks and more increase in liking for water items compared to the control group. However, both groups showed equivalent reduction in self-reported consumption of sugary drinks (Najberg et al. 2023a). 

In the current study, Najberg and colleagues will further examine the efficacy of the gamified response training, by testing whether the training can help people resist the consumption of sugary drinks (Najberg et al. 2023b). Participants will be divided into experimental and control groups, and will receive the respective training for a minimum of seven days (and up to 20 days). After completing the training, they will be asked to avoid the trained sugary drinks, and the number of days in which they successfully adhere to this restrictive diet will be used as the dependent variable. Reporting the time at which one consumed a certain drink is presumably easier than reporting the exact volume consumed (cf. Najberg et al. 2023a). Furthermore, certain diets may require people to avoid specific foods and drinks entirely, rather than merely reduce the amount of consumption. Examining whether the training will be effective in this setting will therefore be informative. The authors will additionally examine whether the amount of training one completes, and the changes in subjective valuation of drinks after training, will be correlated with the successful avoidance of sugary drinks. These results will offer insights into the underlying mechanisms of the training and provide guidance on how they may best be implemented in applied settings.

This Stage 1 manuscript was evaluated over three rounds of in-depth reviews by three expert reviewers and the recommender. 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/97aez

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.
 
1. Najberg, H., Mouthon, M., Coppin, G., & Spierer, L. (2023a). Reduction in sugar drink valuation and consumption with gamified executive control training. Scientific Reports, 13, 10659. https://doi.org/10.1038/s41598-023-36859-x

2. Najberg, H., Tapparel, M., & Spierer, L. (2023b). Sugary drinks devaluation with response training helps to resist their consumption. In principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/97aez
27 Mar 2024
STAGE 1

Impulsivity and online sports betting behaviour: Untangling the causal relationship (ISPO study)

Examining the causal pathways from impulsivity to disordered gambling in online sports betting

Recommended by based on reviews by 2 anonymous reviewers
Online sports betting is becoming increasingly popular worldwide, which has raised concerns about the negative consequences it has on both individual health and public health. To prevent and reduce these negative consequences, it is important to understand how gambling-related harms arise in the context of online sports betting. 

Impulsivity has long been recognized as a risk factor for disordered gambling, yet how impulsivity may lead to gambling-related harms is not entirely clear. In the current study, Jacob and colleagues (2024) aim to examine this question using a longitudinal cross-lagged panel design. Regular online sports bettors will be invited to fill out measures of impulsivity (including impulsive choice, impulsive action, and impulsivity personality) and gambling disorder symptoms three times at three-month intervals. Player tracking data on these players' online betting behavior in these three-month intervals will then be retrieved from the online gambling provider. Combining these data provides a unique opportunity to test the hypotheses that impulsivity may lead to riskier online gambling behavior, which in turn may lead to more gambling-related problems later on. The results of the current study will offer novel insights into the causal pathways from impulsivity to disordered gambling in online sports betting, and may also inform the development of early prevention strategies to reduce gambling-related harms.

The current Stage 1 manuscript was evaluated by two reviewers and 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/7wsfh
 
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. Jacob, A., Joshanloo, M., Czernecka, R., & Kräplin, A. (2024). Impulsivity and online sports betting behavior: Untangling the causal relationship. In principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/7wsfh
26 Feb 2024
STAGE 2
(Go to stage 1)

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

Psychological predictors of long-term success in esports

Recommended by and 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
17 Jan 2024
STAGE 1

Revisiting the Effects of Helper Intention on Gratitude and Indebtedness: Replication and extensions Registered Report of Tsang (2006)

Grateful or indebted? Revisiting the role of helper intention in gratitude and indebtedness

Recommended by based on reviews by Jo-Ann Tsang, Sarahanne Miranda Field and Cong Peng
When receiving a favour, we may feel grateful and/or indebted to those who have helped us. What factors determine how much gratitude and indebtedness people experience? In a seminal paper, Tsang (2006) found that people reported feeling more gratitude when the helper's intention was benevolent (e.g., helping others out of genuine concerns for other people) compared to when the helper's intention was perceived to be selfish (e.g., helping others for selfish reasons). In contrast, indebtedness was not influenced by perceived helper intention. This finding highlighted the different processes underlying gratitude and indebtedness, and also inspired later work on how these two emotions may have different downstream influences, for instance on interpersonal relationships.

So far, there has been no published direct replication of this seminal work by Tsang (2006). In the current study, Chan et al. (2024) propose to revisit the effects of helper intention on gratitude and indebtedness, by replicating and extending the original studies (Study 2 & 3) by Tsang (2006). Participants will be asked to either recall (Study 2) or read (Study 3) a scenario in which another person helped them with either benevolent or selfish intentions, and rate how much gratitude and indebtedness they would experience in such situations. The authors predict that in line with the original findings, gratitude will be more influenced by helper intention than indebtedness. To further extend the original findings, the authors will also assess people's perceived expectations for reciprocity, and their intention to reciprocate. These extensions will shed further light on how helper intention may influence beneficiaries’ experiences of gratitude and indebtedness, and their subsequent tendencies to reciprocate.

This Stage 1 manuscript was evaluated over two rounds of in-depth review by three expert reviewers and the recommender. After the revisions, 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/uyfvq
 
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. Tsang, J.-A. (2006). The effects of helper intention on gratitude and indebtedness. Motivation and Emotion, 30, 199–205. https://doi.org/10.1007/s11031-006-9031-z

2. Chan, C. F., Lim, H. C., Lau, F. Y., Ip, W., Lui, C. F. S., Tam, K. Y. Y., & Feldman, G. (2024). Revisiting the Effects of Helper Intention on Gratitude and Indebtedness: Replication and extensions Registered Report of Tsang (2006). In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/uyfvq
07 Apr 2023
STAGE 1

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

What psychological factors predict long-term success in esports?

Recommended by and 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

Reviews:  2

19 Mar 2023
STAGE 2
(Go to stage 1)

How does the phrasing of house edge information affect gamblers’ perceptions and level of understanding? A Registered Report

Does relaying ‘house edge’ information influence gambler’s perceived chances of winning and their factual understanding of the statistical outcomes?

Recommended by based on reviews by Zhang Chen and Graeme Knibb
Many products that can impact upon health and wellbeing (e.g., alcohol, food) relay information to consumers about the potential risks. However, such information is commonly provided in suboptimal format for gambling-related products. To encourage safer gambling, research has therefore recommended that information about the average loss from a gambling product (“house edge”) or percentage payout (“return-to-player”) should be communicated, with the former translating to better perceived understanding by gamblers. This Registered Report aimed to experimentally compare two phrasings of the house edge against a control return-to-player to arrive at the most effective phrasing to aid gambler’s perceived chances of winning and their factual understanding of the statistical outcomes of their bet. Using a hypothetical gambling scenario, a sample of 3,333 UK-based online gamblers received one of three phrasings: an original house-edge (“his game keeps 10% of all money bet on average”), an alternative house-edge (“on average this game is programmed to cost you 10% of your stake on each bet”) or return-to-player (“this game has an average percentage payout of 90%”). Two outcome measures were employed to judge the effectiveness of this information: gamblers’ perceived changes of winning and factual understanding. The findings indicate that the two-house edge formats were more effective in communicating gambling-related harms than the return-to-player format, but the original house edge phrasing appeared to be the most optimal as it decreased gambler’s perceived chances of winning and increased their factual understanding compared to return-to-player. These results can therefore inform public health policies to reduce gambling-related harm by presenting the most effective communication of gambling risk.
 
After two in-depth reviews, 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/5npy9
 
Level of bias control achieved: Level 6. No part of the data or evidence that was used to answer the research question was generated until after IPA. 
 
List of eligible PCI RR-friendly journals:
 
References
  
1. Newall, P. W. S., James, R. J. E. & Maynard, O. M. (2023). How does the phrasing of house edge information affect gamblers’ perceptions and level of understanding? A Registered Report. Acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/pfnzd
19 Mar 2023
STAGE 1

How does the phrasing of house edge information affect gamblers’ perceptions and level of understanding? A Registered Report

Does relaying ‘house edge’ information influence gambler’s perceived chances of winning and their factual understanding of the statistical outcomes?

Recommended by based on reviews by Zhang Chen, Graeme Knibb and Luke Clarke
Many products that can impact upon health and wellbeing (e.g. alcohol, food) relay information to consumers about the potential risks. However, such information is commonly provided in suboptimal format for gambling-related products. To encourage safer gambling, research has therefore recommended that information about the average loss from a gambling product (“house edge”) or percentage payout (“return-to-player”) should be communicated, with the former translating to better perceived understanding by gamblers. In this study, Newall et al. (2022) aim to experimentally compare two phrasings of the house edge against a control return-to-player to arrive at the most effective phrasing to aid gambler’s perceived chances of winning and their factual understanding of the statistical outcomes of their bet. Using a hypothetical gambling scenario, a sample of 3,000 UK-based online gamblers will be randomly assigned to receive two alternative phrasings of the house edge or the equivalent return-to-player information. Two outcome measures will be used to judge the effectiveness of the house edge information: gamblers’ perceived changes of winning and rates of accurate responding on a multiple-choice question measuring factual understanding of this information. This study will therefore assess the most effective communication of gambling risk, which can inform public health policies to reduce gambling-related harm.
 
Following a positive initial appraisal, and after two rounds of in-depth review, the recommender judged that the manuscript met the Stage 1 criteria and awarded in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/5npy9
 
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. Newall, P. W. S., James, R. J. E. & Maynard, O. M. (2022). How does the phrasing of house edge information affect gamblers’ perceptions and level of understanding? A Registered Report, in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/5npy9
avatar

CHEN Zhang

  • Department of Experimental Psychology, Ghent University, GENT, Belgium
  • Social sciences
  • recommender

Recommendations:  6

Reviews:  2