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IdTitle * Authors * Abstract * PictureThematic fields * Recommender▲ReviewersSubmission date
05 Aug 2022
STAGE 1

Through the lens of Developmental Coordination Disorder (DCD): experiences of a late diagnosis

Developmental Coordination Disorder Diagnosis as Part of Evolving Self-Concepts

Recommended by ORCID_LOGO based on reviews by Moin Syed, Gill Waters and Catherine Purcell
Although developmental coordination disorder (DCD) is a common neurodevelopmental disorder with an estimated prevalence of up to 6% in children (APA, 2013), many DCD diagnoses are not made before late adulthood. Receiving a neurodevelopmental disorder diagnosis has been found adding to people’s self-concepts, for instance, with autism spectrum disorder (Tan, 2018), but it is not well known if and how such events unfold in late DCD diagnoses. In this Stage 1 Registered Report, Topor et al. (2022) present a careful plan to qualitatively investigate the lived experiences of individuals with a late DCD diagnosis in order to map out the variety of emotional responses to diagnoses and their effects on self-concepts.

Topor et al. (2022) will carry out 10–15 semi-structured interviews with participants who received a DCD diagnosis at the age of 30 or after. They commit to realist epistemology when utilizing thematic analysis; namely, instructions have been preregistered for two separate analysts who will code the transcript data independently. At the same time, the methodology involves reflexive components. The authors have prepared strong positionality statements through which their analyses will be carried out with post-analysis reflections to be written at Stage 2. The coding process will explicitly involve a data analysis log that pursues interpretive transparency. The data and materials will be shared, which adds to the work's value in the context of open qualitative psychology in general.   
 
The study will help us better understand the process of receiving (late) DCD diagnoses and, specifically, how the emotional aftermath is potentially related to one’s evolving self-concept. In addition to making a clear contribution to cumulative scientific knowledge, the findings can be useful for professionals working with DCD-diagnosed individuals as well as for the development of related support services. The Registered Report format allowed the research design to be reviewed in three rounds before data collection. Initially, three experts representing developmental psychology and DCD reviewed the Stage 1 manuscript, after which the recommender carried out two iterations with further requested revisions. This was followed by in-principle acceptance.
 
URL to the preregistered Stage 1 protocol: https://osf.io/67h3f
 
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. APA (2013) Diagnostic and statistical manual of mental disorders, 5th ed, American Psychiatric Association, Washington, DC.

2. Tan, C. D. (2018). “I'm a normal autistic person, not an abnormal neurotypical”: Autism Spectrum Disorder diagnosis as biographical illumination.” Social Science & Medicine, 197, 161-167.
 
3. Topor, M., Armstrong, G., Gentle, J. (2022). Through the lens of Developmental Coordination Disorder (DCD): experiences of a late diagnosis, in principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/67h3f
Through the lens of Developmental Coordination Disorder (DCD): experiences of a late diagnosisMarta Topor, Gemma Armstrong, Judith Gentle<p>A late diagnosis of a lifelong neurodevelopmental condition has been shown to be an important life event with strong emotional consequences and deep personal reflections. &nbsp; Developmental Coordination Disorder (DCD/Dyspraxia) is a common, y...Medical Sciences, Social sciencesVeli-Matti Karhulahti2022-01-11 21:48:18 View
07 Apr 2022
STAGE 1

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

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

Recommended by ORCID_LOGO based on reviews by Andrew Moshirnia, Joseph Macey and Jason Chin
Paid loot boxes, i.e. randomised monetization methods that are similar to lottery-type gambling, have become prominent features of contemporary gaming (e.g., Macey & Bujić, 2022). Because the design structures of loot boxes vary and the value of their virtual rewards is not always clear-cut, many countries now struggle how to deal with them legally and in practice (see Drummond et al., 2020). Belgium is one of the few countries that have officially interpreted loot box monetization to widely belong under gambling regulation. Mobile games that monetize with paid loot boxes in Belgium should thus apply for a gambling license, and companies should generally not offer paid loot boxes to local underage players at all.
 
In this Stage 1 Registered Report, Xiao (2022) has constructed a careful plan for testing whether the “ban” in Belgium has made the local mobile game market distinct in terms of paid loot boxes. The work builds on a rapidly accumulating literature and evolving methods (e.g., Xiao et al., 2021). The author will carry out a systematic qualitative investigation of the country’s top 100 (iPhone) mobile games to investigate whether paid loot box design components have indeed been removed from the products -- and if not, whether related game companies operate with a required gambling license. Additionally, Xiao (2022) will assess Belgium’s overall paid loot box prevalence in comparison to other countries and carry out a field experiment to test whether players can easily circumvent the local regulation by transporting or downloading different versions of software.
 
The study will produce valuable evidence regarding the effectiveness of loot box regulation in general, and more specifically, the results should be of utmost interest to Belgian legal authorities. To ensure the transparency and validity of the chosen methods as well as upcoming interpretations, the registered report format allowed the research design to be reviewed in three rounds before data collection. Three experts, representing the fields of law and gaming, reviewed the Stage 1 manuscript twice and agreed upon the acceptance of all details. Finally, the recommender carried out a third iteration with further requested revisions, which was followed by in-principle acceptance. 
 

URL to the preregistered Stage 1 protocol: https://osf.io/5mxp6

Level of bias control achieved: Level 6. No part of the data or evidence that will be used to answer the research question yet exists and no part will be generated until after IPA.

List of eligible PCI RR-friendly journals:

References

  • Drummond, A., Sauer, J. D., Hall, L. C., Zendle, D., & Loudon, M. R. (2020). Why loot boxes could be regulated as gambling. Nature Human Behaviour, 4(10), 986-988.
  • Macey, J., & Bujić, M. (2022). "The Talk of the Town: Community Perspectiveson Loot Boxes." In Ruotsalainen et al. (eds), Modes of Esports Engagement in Overwatch (pp. 199-223). Palgrave Macmillan.
  • Xiao, L. (2022) “Breaking Ban: Assessing the effectiveness of Belgium’s gambling law regulation of loot boxes.” Stage 1 Registered Report, in principle acceptance of Version 5 by Peer Community in Registered Reports.
  • Xiao, L. Y., Henderson, L. L., Yang, Y., & Newall, P. W. (2021). Gaming the system: suboptimal compliance with loot box probability disclosure regulations in China. Behavioural Public Policy, 1-27.
Breaking Ban: Assessing the effectiveness of Belgium’s gambling law regulation of video game loot boxesLeon Y. Xiao<p>Loot boxes in video games are gambling-like mechanics that players buy to obtain randomised rewards of varying value. Loot boxes are conceptually and psychologically similar to gambling, and loot box expenditure is positively correlated with se...Humanities, Social sciencesVeli-Matti Karhulahti2022-02-07 22:54:50 View
14 Nov 2022
STAGE 2
(Go to stage 1)
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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
27 Mar 2023
STAGE 1
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Optimizing Esports Performance Using a Synergistic Mindsets Intervention

Synergistic Mindset Intervention for Competitive Situations

Recommended by ORCID_LOGO based on reviews by Lee Moore, Ivan Ropovik , Ivana Piterová and Jacob Keech
Mindset theories suggest that the mere belief in the malleability of human abilities can already help one to develop related performance. On the other hand, one and the same performance situation can also be experienced in various affective ways, which differently contribute to performance outcomes. Arguably, appraising a performance situation as a “threat” instead of “challenge” is associated with maladaptive responses, such as impaired cardiovascular mobilization. If people could experience performance situations as positive challenges, this might also improve performance outcomes. Drawing from these connected theoretical premises, the synergistic mindset intervention was developed and tentatively found to help adolescents in stressful situations (Yeager et al., 2022).
 
In the present registered report, Behnke et al. (2023) build on the above and test whether the synergistic mindset intervention can help individuals in competitive gaming situations. The authors utilize one of the leading esport games, Counter-Strike: Global Offensive​, and recruit its active players into randomized control and intervention groups for two weeks. Ultimately, the participants compete in a cash-prize tournament involving measures of affective experience and cardiovascular responses. Behnke et al. (2023) hypothesize that the synergistic mindset group will show greater challenge affective responses and superior performance outcomes. As such, the study design has significant potential to generate valuable evidence for various theoretical models and the synergistic mindset model in particular.
 
The Stage 1 manuscript was evaluated over two rounds by four experts with experimental psychology specializations in mindsets, stress, and statistics. 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/z3adb
 
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
 
Behnke M., Lakens D., Petrova K., Chwiłkowska P., Kaczmarek L. D., Jamieson J. P., & Gross J. J. (2023) Optimizing Esports Performance Using a Synergistic Mindsets Intervention. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/z3adb

Yeager D.S., Bryan C.J., Gross J.J., Murray J., Krettek D., Santos P., ... & Jamieson J.P. (2022) A synergistic mindsets intervention protects adolescents from stress. Nature 607, 512–520. https://doi.org/10.1038/s41586-022-04907-7
Optimizing Esports Performance Using a Synergistic Mindsets InterventionMaciej Behnke, Daniël Lakens, Kate Petrova, Patrycja Chwiłkowska, Lukasz D. Kaczmarek, Jeremy P. Jamieson, James J. Gross<p>Affective responses during stressful high-stakes situations can play an important role in shaping performance outcomes. For example, feeling shaky and nervous at a job interview can undermine performance, whereas feeling pumped and excited duri...Social sciencesVeli-Matti Karhulahti2023-01-04 10:12:55 View
14 Apr 2023
STAGE 1

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 Matúš Adamkovič, Charlotte Pennington, Matti Vuorre2023-02-06 11:09:55 View
28 Sep 2023
STAGE 1

Investigating the barriers and enablers to data sharing behaviours: A qualitative Registered Report

Capability, Opportunity, and Motivation in Data Sharing Behaviour

Recommended by ORCID_LOGO based on reviews by Moin Syed, Peter Branney and Libby Bishop
In the past two decades, most academic fields have witnessed an open science revolution that has led to significant increases in open access publishing, reproducibility efforts, and scientific transparency in general (e.g., Spellman et al. 2018). One of the key areas in this ongoing change is data sharing. Although some evidence already points at progress in data sharing practices, many new datasets remain unshared (see Tedersoo et al. 2021).
 
In the present registered report, Henderson et al. (2023) empirically explore the factors that either hinder or facilitate data sharing in the UK. By means of semi-structured interviews, the team will chart researchers’ experiences of sharing and non-sharing. Thematic template analysis will be applied to organise the data into a hierarchical map of capabilities, opportunities, and motivations in a theoretical domains framework (COM-B-TDF). The research plan itself meets the highest open science standards and reflects on the authors own positions, from which the current qualitative interview data sharing efforts will be made.
 
The Stage 1 manuscript was reviewed over three rounds by three experts with familiary of the UK cultural context and specializations in open science practices, qualitative research, and data infrastructures. Based on careful revisions and detailed responses to the reviewers’ 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/2gm5s (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. Henderson, E., Marcu, A., Atkins, L. & Farran, E.K. (2023). Investigating the barriers and enablers to data sharing behaviours: A qualitative Registered Report. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/2gm5s
 
2. Spellman, B. A., Gilbert, E. A. & Corker, K. S. (2018). Open Science. Stevens' Handbook of Experimental Psychology and Cognitive Neuroscience, 5, 1-47. https://doi.org/10.1002/9781119170174.epcn519
 
3. Tedersoo, L., Küngas, R., Oras, E., Köster, K., Eenmaa, H., Leijen, Ä., ... & Sepp, T. (2021). Data sharing practices and data availability upon request differ across scientific disciplines. Scientific data, 8, 192. https://doi.org/10.1038/s41597-021-00981-0
Investigating the barriers and enablers to data sharing behaviours: A qualitative Registered ReportEmma L Henderson, Afrodita Marcu, Lou Atkins, Emily K Farran<p>Data sharing describes the process of making research data available for reuse. The availability of research data is the basis of transparent, effective research systems that democratise access to knowledge and advance discovery. Despite a broa...Social sciencesVeli-Matti Karhulahti2023-05-11 19:18:48 View
16 Aug 2023
STAGE 1

Identifying relevant experiences to the measurement of social media experience via focus groups with young people: A registered report

A mental health perspective to adolescents’ social media experiences

Recommended by ORCID_LOGO based on reviews by Amy Orben, Jana Papcunova, Lisa Orchard, Elena Gordon-Petrovskaya and Gaurav Saxena
Measuring people’s experiences, thoughts, and mental processes has always been a core challenge of psychological science (e.g. Nisbett & Wilson 1977). When such measurement further relates to rapidly changing and conceptually diverse human-technology interactions, the task becomes even more difficult due to protean, multidimensional constructs. A good understanding of a construct is a basic step in its measurement (Borsboom 2005).  
 
In the present registered report, Hickman Dunne et al. (2023) carry out a focus group study with adolescents (n=32) aged 11 to 15 in Northwest England to improve the understanding of constructs related to social media and mental health experiences. The work is carried out as part of a long-term measure development project. The authors apply reflexive thematic analysis to explore adolescents’ social media use experiences and related motivations in the light of mental health, in addition to which the adolescents’ own views of benefits and risks are mapped out.
 
A particular strength of the design is the engagement of three Young Researchers who will co-facilitate the focus groups and be involved in the analysis. The research plan also meets high reflexivity and transparency criteria, and as such, can significantly contribute to future scale development as well as our general understanding of adolescents’ social media experiences.
 
The Stage 1 manuscript was reviewed over two rounds by five unique reviewers, one of which participated in both rounds. The reviewers’ expertise ranged from social media and technology use research to health psychology and qualitative methods. Based on careful revisions and detailed responses to the reviewers’ 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/w24ec
 
Level of bias control achieved: Level 2. At least some data/evidence that will be used to answer the research question has been accessed and partially observed by the authors, but the authors certify that they have not yet observed the key variables within the data that will be used to answer the research question.
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. Borsboom, D. (2005). Measuring the mind: Conceptual issues in contemporary psychometrics. Cambridge University Press.
 
3. Nisbett, R. E., & Wilson, T. D. (1977). Telling more than we can know: Verbal reports on mental processes. Psychological review, 84, 231–259. https://doi.org/10.1037/0033-295X.84.3.231

2. Hickman Dunne J., Black L., Banwell E., Nanda P., Anderton M, Butters L.C., Demkowicz O., Davidson B., Qualter P., Humphrey N., Jay C., and Panayiotou M. (2023). Identifying relevant dimensions to the measurement of adolescent social media experience via focus groups with young people: A registered report. In principle acceptance of Version 5 by Peer Community in Registered Reports. https://osf.io/w24ec
Identifying relevant experiences to the measurement of social media experience via focus groups with young people: A registered reportJo Hickman Dunne, Louise Black, Emily Banwell, Pratyasha Nanda, Molly Anderton, Lily Corke Butters, Ola Demkowicz, Brittany Davidson, Pamela Qualter, Neil Humphrey, Caroline Jay, and Margarita Panayiotou<p>Background: While work on the relationship between social media use and adolescent mental health has allowed for some progress, research in this area is still relatively new and shows mixed evidence. This is partly the consequence of a rapidly ...Computer science, Social sciencesVeli-Matti Karhulahti2023-06-14 21:10:43 View
10 Feb 2024
STAGE 1

Using Shakespeare to Answer Psychological Questions: Complexity and Mental Representability of Character Networks

Complexity of Shakespeare’s Social Networks

Recommended by ORCID_LOGO based on reviews by Matúš Adamkovič, James Stiller, Tomáš Lintner and Matus Adamkovic
The rapid methodological development in digital humanities keeps opening new possibilities to better understand our cultural artifacts and, in the process, also ourselves. Some of the historically most influential works of literary human culture are the plays of Shakespeare, which continue to be read and treasured around the world. Although the social networks of Shakespeare’s plays have attracted scientific attention already more than two decades (Stiller et al. 2003), the understanding of their complexity in terms of character networks remains limited and not fully contextualized in the larger landscape of European drama.
 
In the present registered report, Thurn and colleagues (2024) apply Kolmogorov complexity analysis to investigate the social networks in 37 existing plays of Shakespeare. The authors replicate the original work by Stiller et al. (2003) and situate the findings in a larger regional context by further analyzing over 3,000 plays available in the European Drama Corpus. Ultimately, the authors explore the relationships between (Kolmogorov) complexity and the size of character networks as well as the robustness of their results in relation to possible researcher decisions in the analytic process.
 
This Stage 1 manuscript was evaluated over three rounds of in-depth review by four expert reviewers from the research fields of literature, networks, and social analysis. Based on the authors’ careful revisions and 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/6uw27
 
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. Stiller, J., Nettle, D. & Dunbar, R. I. M. (2003). The small world of shakespeare’s plays. Human Nature, 14, 397-408. https://doi.org/10.1007/s12110-003-1013-1

2. Thurn, C., Sebben, S. & Kovacevic, Z. (2024) Using Shakespeare to Answer Psychological Questions: Complexity and Mental Representability of Character Networks. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/6uw27
Using Shakespeare to Answer Psychological Questions: Complexity and Mental Representability of Character NetworksChristian M. Thurn; Simone Sebben; Zoran Kovacevic<p>Theater plays are a cultural product that can be used to learn about the capacity of human cognition. We argue that Kolmogorov complexity may be suited to operationalize the demand that is put onto a<br>recipient's cognitive system to represent...Humanities, Social sciencesVeli-Matti Karhulahti2023-06-16 12:40:14 View
27 Jun 2024
STAGE 1

Learning from comics versus non-comics material in education: Systematic review and meta-analysis

Comics in Education

Recommended by ORCID_LOGO based on reviews by Adrien Fillon, Benjamin Brummernhenrich, Solip Park and Pavol Kačmár
Especially after the impactful experiments in modern comics (e.g. McCloud 1993), research interest in the medium increased with new practical developments (Kukkonen 2013). Some of these developments now manifest in educational settings where comics are used for various pedagogical purposes in diverse cultural contexts. To what degree comics are able to reach educational outcomes in comparison to other pedagogical tools remains largely unknown, however.
 
In the present registered report, Pagkratidou and colleagues (2024) respond to the research gap by investigating the effectiveness of educational comics materials. By means of systematic review and meta-analysis, the authors assess all empirical studies on educational comics to map out what their claimed benefits are, how the reported effectiveness differs between STEM and non-STEM groups, and what moderating effects complicate the phenomenon. With the help of large language models, all publication languages are included in analysis. 
 
The research plan was reviewed over three rounds by four reviewers with diverse sets of expertise ranging from education and meta-analytic methodology to comics culture and design. After comprehensive revisions by the authors, the recommender considered the plan to meet high Stage 1 criteria and provided in-principle acceptance.
 
URL to the preregistered Stage 1 protocol: https://osf.io/vdr8c
 
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. Kukkonen, K. (2013). Studying comics and graphic novels. John Wiley & Sons.
 
2. McCloud, S. (1993). Understanding comics: The invisible art. Tundra.
 
3. Pagkratidou, M., Cohn, N., Phylactou, P., Papadatou-Pastou, M., & Duffy, G. (2024). Learning from comics versus non-comics material in education: Systematic review and meta-analysis. In principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/vdr8c
Learning from comics versus non-comics material in education: Systematic review and meta-analysisMarianna Pagkratidou, Neil Cohn, Phivos Phylactou, Marietta Papadatou-Pastou, Gavin Duffy<p>The past decades have seen a growing use of comics (i.e., sequential presentation of images and/or text) educational material. However, there are inconsistent reports regarding their effectiveness. In this study, we aim to systematically review...Social sciencesVeli-Matti Karhulahti2023-10-16 22:55:09 View
31 May 2024
STAGE 1

Unveiling the Positivity Bias on Social Media: A Registered Experimental Study On Facebook, Instagram, And X

Social media positivity bias

Recommended by ORCID_LOGO based on reviews by Linda Kaye, Marcel Martončik, Julius Klingelhoefer and 1 anonymous reviewer
Both research and public debates around social media use tend to involve a premise of positivity bias, which refers to presenting one’s life in an overly positive light by various different means. This premise contributes to multiple potentially important follow-up hypotheses, such as the fear of missing out and low self-image effects, due to repeated consumption of positive social media content (e.g., Bayer et al. 2020, for a review). The positivity bias of social media use, itself, has received limited research attention, however. 
 
In the present study, Masciantonio and colleagues (2024) will test positivity bias in the context of three social media platforms: Facebook, Instagram, and X. The experiment involves recruiting participants into platform-specific user groups and crafting posts to be shared with friends as well as respective social media audiences. If positivity bias manifests in this context, the social media posts should introduce more positive valence in comparison to offline sharing—and if the platforms differ in their encouragement of positivity bias, they should introduce significant between-platform differences in valence.
 
The Stage 1 plan was reviewed by four independent experts representing relevant areas of methodological and topic expertise. Three reviewers proceeded throughout three rounds of review, after which the study was considered having met all Stage 1 criteria and the recommender granted in-principle acceptance. 
 
URL to the preregistered Stage 1 protocol: https://osf.io/9z6hm
 
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. Bayer, J. B., Triệu, P., & Ellison, N. B. (2020). Social media elements, ecologies, and effects. Annual review of psychology, 71, 471-497. https:// doi.org/10.1146/annurev-psych-010419-050944
 
2. Masciantonio, A., Heiser, N., & Cherbonnier, A. (2024). Unveiling the Positivity Bias on Social Media: A Registered Experimental Study On Facebook, Instagram, And X. In principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/9z6hm
Unveiling the Positivity Bias on Social Media: A Registered Experimental Study On Facebook, Instagram, And XA. Masciantonio, N. Heiser, A. Cherbonnier<p>Social media has transformed how people engage with the world around them. The positivity bias on social media, in particular, warrants in-depth investigation. This is particularly true as previous research has concentrated on one specific plat...Social sciencesVeli-Matti Karhulahti2024-01-15 10:33:52 View