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IdTitle * Authors * Abstract * PictureThematic fields * RecommenderReviewersSubmission date
14 Aug 2023
STAGE 2
(Go to stage 1)
article picture

Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Report

How do intensive gaming experiences evolve over time in clinical and non-clinical contexts?

Recommended by ORCID_LOGO based on reviews by Peter Branney and Michelle Carras
Over the last 5 years the inclusion of “gaming disorder” in the ICD-11 been controversial (Van Rooij et al, 2018), mirroring wider public debate 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. (2023) tackle this question in the second of two Stage 2 Registered Reports associated with their previous programmatic Stage 1 submission. Using interpretative phenomenological analysis, the authors undertook in-depth interviews over a 1-year period with treatment-seeking participants (N=5) and esports-playing participants (N=4) who did not experience gaming-related health problems. The authors sought to answer the folllwing primary question: How do the experiences and meanings of playing videogames—shaped by the individuals’ diverse sociocultural contexts—evolve in those with related health problems (as defined by treatment-seeking) and those who play esports games several hours per day while self-reporting no related health problems?
 
Both groups exhibited intense relationships with gaming that were cyclical over time across various dimensions, with fluctuations occurring in response to changes in health, occupation, and social networks. The observed variation over time was substantial, with individuals attaching and detaching from games involving hundreds or thousands of hours. The authors report treatment-seeking being followed by a search of new gaming and life meanings, while intensive gaming without related problems continued as an integrated part of the self, with resilience adapting and evolving in the face of unexpected life events. Taking into account their findings, the authors propose life thinning and resilience integration processes to help describe and explain how some individuals end up seeking treatment for their gaming, while for others gaming supports them and becomes integrated into their identity.
 
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 (2023). Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Report [Stage 2 Registered Report], acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/hmcqz
Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered ReportVeli-Matti Karhulahti, Miia Siutila, Jukka Vahlo, Raine Koskimaa<p>The academic debates regarding the psychiatric relevance of gaming disorder continue largely because the lived experiences of treatment-seekers remain mostly unstudied. This registered report addresses the above research gap with a longitudinal...Humanities, Medical Sciences, Social sciencesChris Chambers2023-05-15 11:01:37 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
09 Jul 2023
STAGE 1

How Intelligence Interviewees Mentally Identify Relevant Information

How an interviewee knows what information is key to disclose or withhold

Recommended by ORCID_LOGO based on reviews by 2 anonymous reviewers
Research on interviewing has often focused on topics (such as aiding memory of witnesses) which presume the interviewee has already correctly identified the precise information that the interviewer is really after. But how does an informant know what sort of information is asked for, a precondition for an informant to then choose to provide the information or withhold it (depending on their own interests)?
 
In this study, Neequaye and Lorson will ask subjects to take the role of an informant about a criminal gang, with the further instructions to be cooperative or resistant in helping the interviewer obtain the information they want. In one study, the participants will be asked merely to identify what information the interviewer wants. In the second study, the participants will answer the interviewer's questions, disclosing whatever information they feel best suits their interest. Crucially, the level of detail of the questions will be manipulated, such that the question specifies a clear objective or not.

The Stage 1 manuscript was evaluated over three rounds of in-depth review. Based on detailed responses to the reviewers’ comments and edits to the stage 1 report, 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/82qtn
 
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. Neequaye, D. A., & Lorson, A. (2022). How Intelligence Interviewees Mentally Identify Relevant Information, in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/82qtn
How Intelligence Interviewees Mentally Identify Relevant InformationDavid A. Neequaye & Alexandra Lorson<p>This research explores how intelligence interviewees mentally identify the relevant information at their disposal, which they may or may not disclose. We theorize that interviewees mentally identify applicable information items by estimating th...Humanities, Social sciencesZoltan Dienes2022-02-25 22:20:40 View
29 Mar 2023
STAGE 2
(Go to stage 1)

Exploring How Members of Illicit Networks Navigate Investigative Interviews

What to say to help one's partners in crime

Recommended by ORCID_LOGO based on reviews by Lorraine Hope
When interviewing members of a criminal network, what determines the information a given interviewee chooses to disclose, as guided by the network's collective planning? What principles could help inform a detective preparing for such interviews? In the current study, Neequaye et al. recruited groups of people known to each other to assume the role of networks that run an illegal sports betting business, fronting as a chain of tanning salons. Although each network launders money, they have to come up with a strategy to convince investigators they are legit. The groups are motivated to disclose some information when individuals are interviewed, but only enough to appear cooperative. Members disclosed information they perceived would yield benefical outcomes, but the extent to which members disclosed varied substantially according to the groups they were in.
 
The Stage 2 manuscript was evaluated over one round of in-depth review. Based on detailed responses to the reviewers' comments, the recommender judged that the manuscript met the Stage 2 criteria and awarded a positive recommendation.
 
URL to the preregistered Stage 1 protocol: https://osf.io/n7ugr
 
Level of bias control achieved: Level 6. Data collection began during the final round of Stage 1 peer review. Since no further revisions were made after this review round, the risk of bias due to prior data observation remained zero, and the manuscript therefore qualified for Level 6.
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. Neequaye, D. A., Granhag, P. A. & Luke, T. J. (2023). Exploring How Members of Illicit Networks Navigate Investigative Interviews. Acceptance of Version 3 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/f3ct4
Exploring How Members of Illicit Networks Navigate Investigative InterviewsDavid A. Neequaye, Pär Anders Granhag, Timothy Luke<p>This study explored how members of an illicit network navigate investigative interviews probing their crimes. We examined how perceived disclosure outcomes, namely, the projected costs and benefits, affect what members choose to reveal. We recr...Humanities, Social sciencesZoltan Dienes2022-07-11 15:21:09 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
18 Jan 2023
STAGE 1
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Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulation

How effective is self-regulation in loot box labelling?

Recommended by ORCID_LOGO based on reviews by Pete Etchells and Jim Sauer
Paid loot boxes – items bought for real-world money that offer randomised rewards – are a prevalent feature of contemporary video games (Zendle et al., 2020). Because they employ random chance to provide rewards after spending real money, loot boxes have been considered a form of gambling, raising concerns about risk of harm to children and other vulnerable users. In response, some countries have taken legal steps to regulate and even ban the use of loot boxes, with only limited success so far (Xiao, 2022). At the same time, the Entertainment Software Rating Board (ESRB) and PEGI (Pan-European Game Information) now expect games that contain loot boxes to be marked with warning labels that, in theory, will enable users (including parents) to make more informed decisions. These requirements by ESRB/PEGI are not legally binding and may be considered a form of industry self-regulation.
 
In the current study, Xiao (2023) will investigate the effectiveness of self-regulation in the use of loot box labels. Study 1 examines the consistency of warning labels by the ESRB and PEGI, with the expectation that if self-regulation works as it should then these labels should always (or nearly always) co-occur. Study 2 establishes the compliance rate for labelling among popular games that are known to contain loot boxes, with a rate of ≥95% considered to be successful. The findings should prove useful in identifying the success or failure of self-regulation as a means of ensuring industry compliance with loot box labelling.
 
The Stage 1 manuscript was evaluated over two rounds of in-depth review. Based on detailed responses to the reviewers' comments, the recommender judged that the manuscript met the Stage 1 criteria and therefore awarded in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/e6qbm
 
Level of bias control achieved: Level 3. At least some data/evidence that will be used to the answer the research question has been previously accessed by the authors (e.g. downloaded or otherwise received), but the authors certify that they have not yet observed ANY part of the data/evidence.
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. Zendle, D., Meyer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768-1772. https://doi.org/10.1111/add.14973

2. Xiao, L. Y. (2022). Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxes. Stage 2 Registered Report, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31219/osf.io/hnd7w 
 
3. Xiao, L. Y. (2023). Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulation, in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/e6qbm
Beneath the label: Assessing video games’ compliance with ESRB and PEGI loot box warning label industry self-regulationLeon Y. Xiao<p>Loot boxes in video games are a form of in-game transactions with randomised elements. Concerns have been raised about loot boxes’ similarities with gambling and their potential harms (e.g., overspending). Recognising players’ and parents’ conc...Humanities, Social sciencesChris Chambers2022-09-17 00:14:51 View
23 May 2023
STAGE 1

Does Brooding Meaningfully Increase the Likelihood of Believing in a Conspiracy? A Registered Report

Does brooding increase conspiracy beliefs?

Recommended by ORCID_LOGO based on reviews by Matt Williams and 1 anonymous reviewer
The world is seemingly awash with conspiracy theories – from well-trodden examples such as fake Moon landings, the 9/11 truth movement, and Holocaust denial, to relative newcomers including COVID as a bioweapon, QAnon, and the belief that the science of climate change has been invented or falsified. While there is a public perception that conspiracy theories are becoming more prevalent, recent evidence suggests that the rate of conspiracism is relatively stable over time (Uscinski et al., 2022). At any point in history, it seems that a certain proportion of people find themselves vulnerable to conspiracy beliefs, but what distinguishes those who do from those who don’t, and what are the causal factors?
 
In the current study, Liekefett et al. (2023) investigate the critical role of rumination – a perseverative and repetitive focus on negative content leading to emotional distress. In particular, the authors ask whether one component of rumination referred to as brooding (dwelling on one’s worries and distressing emotions) has a specific causal role in the formation of conspiracy beliefs. In a series of preliminary experiments, the authors first established a procedure for successfully inducing rumination, identifying various boundary conditions and requirements for a successful design. In the proposed study (of up to N=1,638), they will then ask whether the induction of brooding causes a significant increase in conspiracy beliefs. Manipulation checks will be included to confirm intervention fidelity (independently of this hypothesis), and exploratory analyses will test the effect of various moderators, as well as the causal role of a complementary manipulation of reflection – a component of rumination in which attention is focused on the issue at hand rather than one’s emotions.
 
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/y82bs
 
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. Uscinski, J., Enders, A., Klofstad, C., Seelig, M., Drochon, H., Premaratne, K. & Murthi, M. (2022) Have beliefs in conspiracy theories increased over time? PLOS ONE 17: e0270429. https://doi.org/10.1371/journal.pone.0270429

2. Liekefett, L. Sebben, S. & Becker, J. C. (2023). Does Brooding Meaningfully Increase the Likelihood of Believing in a Conspiracy? Stage 1 Registered Report, in principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/y82bs
Does Brooding Meaningfully Increase the Likelihood of Believing in a Conspiracy? A Registered ReportLuisa Liekefett, Simone Sebben, Julia C. Becker<p>This project aims to investigate the relationship between rumination and conspiracy beliefs. It<br>involves four pilot studies, including one observational and three experimental studies, but the<br>results were inconclusive. We suggest that ru...Humanities, Social sciencesChris Chambers2023-02-01 14:47:09 View
07 Mar 2023
STAGE 2
(Go to stage 1)

Beneath the label: Unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companies

Failure of industry self-regulation in loot box labelling

Recommended by ORCID_LOGO
Paid loot boxes – items bought for real-world money that offer randomised rewards – are a prevalent feature of contemporary video games (Zendle et al., 2020). Because they employ random chance to provide rewards after spending real money, loot boxes have been considered a form of gambling, raising concerns about risk of harm to children and other vulnerable users. In response, some countries have taken legal steps to regulate and even ban the use of loot boxes, with only limited success so far (Xiao, 2022). At the same time, the Entertainment Software Rating Board (ESRB) and PEGI (Pan-European Game Information) now expect games that contain loot boxes to be marked with warning labels that, in theory, will enable users (including parents) to make more informed decisions. These requirements by ESRB/PEGI are not legally binding and may be considered a form of industry self-regulation.
 
In the current study, Xiao (2023) investigated the effectiveness of self-regulation in the use of loot box labels. Study 1 examined the consistency of warning labels by the ESRB and PEGI, with the expectation that if self-regulation works as it should then these labels should always (or nearly always) co-occur. Study 2 established the compliance rate for labelling among popular games that are known to contain loot boxes, with a rate of ≥95% considered to be successful.
 
The results of both studies reveal deficiences in industry self-regulation. The consistency rate of warning labels by the ESRB and PEGI was just 39.4% in preregistered analyses, rising to 83.9% in an unregistered exploratory analysis that took into account industry responses to the findings. Even at this upper bound, this rate is lower than expected by complete (or near-complete) consistency. The results of Study 2 indicate that only 29% of games on the Google Play Store known to contain loot boxes were accurately labelled, indicating that 71% were non-compliant with industry requirements.
 
Following careful evaluation, the recommender judged that the manuscript met the Stage 2 criteria and awarded a positive recommendation.
 
URL to the preregistered Stage 1 protocol: https://osf.io/e6qbm
 
Level of bias control achieved: Level 3. At least some data/evidence that was used to the answer the research question had been previously accessed by the authors (e.g. downloaded or otherwise received), but the authors certifed that they had not yet observed ANY part of the data/evidence prior to in-principle-acceptance.
 
List of eligible PCI RR-friendly journals:
 
 
References
 
1. Zendle, D., Meyer, R., Cairns, P., Waters, S., & Ballou, N. (2020). The prevalence of loot boxes in mobile and desktop games. Addiction, 115(9), 1768-1772. https://doi.org/10.1111/add.14973

2. Xiao, L. Y. (2022). Breaking Ban: Belgium’s ineffective gambling law regulation of video game loot boxes. Stage 2 Registered Report, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31219/osf.io/hnd7w 
 
3. Xiao, L. Y. (2023). Beneath the label: Unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companies, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31219/osf.io/asbcg
Beneath the label: Unsatisfactory compliance with ESRB, PEGI, and IARC industry self-regulation requiring loot box presence warning labels by video game companiesLeon Y. Xiao<p>Loot boxes in video games are a form of in-game transactions with randomised elements. Concerns have been raised about loot boxes’ similarities with gambling and their potential harms (e.g., overspending). Recognising players’ and parents’ conc...Humanities, Social sciencesChris Chambers Jim Sauer, Pete Etchells 2023-02-12 16:17:34 View
11 Apr 2024
STAGE 1

Does retrieval practice protect memory against stress? A meta-analysis [Stage 1 Registered Report]

Can retrieval practice prevent the negative impact of acute stress on memory performance?

Recommended by ORCID_LOGO based on reviews by Chris Hartgerink (they/them) and Adrien Fillon
There are a number of broad assumptions about memory which have penetrated societal understanding and mostly reflect supporting academic evidence e.g., that acute stress can compromise memory performance (Shields et al., 2017) and that practicing recalling critical information can help retain that knowledge (Moriera et al., 2019). The evidence base is less consistent when evaluating whether retrieval practice can protect against the negative effects of acute stress on memory, despite it being highly important for educators as to whether this specific strategy for supporting memorisation can be evidenced as especially effective under stressful conditions. A rigorous review of this mixed evidence base could provide the basis for developments in memory theory and research practice, with potential for direct educational applications.
 
Meta-analyses can play a critical role in furthering our understanding of complex cognitive mechanisms where the evidence base includes a wide range of methods, factors and effect size estimates. Furthermore, there is a lack of rigorous meta-analyses that prioritise open and reproducible processes (Topor et al., 2022) which help role-model good practice. In the current Registered Report, Mihaylova et al. (2024) have proposed a rigorous meta-analysis to systematically review and synthesise the evidence on the effects of retrieval practice for memory performance under acute stress. The work looks to be especially valuable for a) informing future research directions through a structured risk of bias evaluation, and b) generating theoretical developments through a range of confirmatory moderators (including stressor types, memory strategies, time of delay and task type). The findings of the planned analyses are expected to be of immediate interest to educational and occupational domains where memory recall is a priority.
 
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/pkrzb
 
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. Mihaylova, M., Kliegel, M, & Rothen, N. (2024). Does retrieval practice protect memory against stress? A meta-analysis. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/pkrzb
 
2. Moreira, B. F. T., Pinto, T. S. S., Starling, D. S. V., & Jaeger, A. (2019). Retrieval practice in classroom settings: A review of applied research. In Frontiers in Education (Vol. 4, p. 5). Frontiers Media SA. https://doi.org/10.3389/feduc.2019.00005 
 
3. Shields, G. S., Sazma, M. A., McCullough, A. M., & Yonelinas, A. P. (2017). The effects of acute stress on episodic memory: A meta-analysis and integrative review. Psychological Bulletin, 143, 636–675. https://doi.org/10.1037/bul0000100 
 
4. Topor, M. K., Pickering, J. S., Mendes, A. B., Bishop, D., Büttner, F., Elsherif, M. M., ... & Westwood, S. (2022). An integrative framework for planning and conducting Non-Intervention, Reproducible, and Open Systematic Reviews (NIRO-SR). Meta-Psychology. https://osf.io/preprints/metaarxiv/8gu5z
Does retrieval practice protect memory against stress? A meta-analysis [Stage 1 Registered Report]Mariela Mihaylova, Matthias Kliegel, Nicolas Rothen<p>[Note: This is a Stage 1 Registered Report. All placeholders will be replaced with actual results by Stage 2.]</p> <p><br>Stressors such as test anxiety (TA) are known to decrease memory retrieval, whereas retrieval practice (RP) is the phenom...Humanities, Social sciencesThomas Evans2023-02-16 14:39:06 View
21 Apr 2024
STAGE 1
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Cross-cultural relationships between music, emotion, and visual imagery: A comparative study of Iran, Canada, and Japan [Stage 1 Registered Report]

Testing cross-cultural difference in the emotionality and visual associations of music

Recommended by ORCID_LOGO based on reviews by Elena Karakashevska, Juan David Leongómez and Nadine Dijkstra
For many of us, music is far more than an auditory experience. It can trigger emotional reactions, evoke memories, and wide-ranging associations with other sensory modalities and cognitive states. Music also varies between different cultures in several ways. It remains unclear in how far the broader associations music has differs between cultural contexts, both in terms of the music itself and the listener. This study by Hadavi et al. (2024) seeks to better understand these relationships. Using an online survey targeted at 72 participants from anglophone Canada, Farsi-speaking Iran, and Japan (24 from each location), the researchers aim to address two straightforward hypotheses.
 
First, does faster tempo of music increase ratings of emotional arousal? Second, do participants match faster tempo music with denser visual line patterns? This latter measure aims to quantify the visual imagery evoked by the musical pieces. Imagery is a loaded term that is not used consistently across the cognitive neuroscience literature; one could argue that what the researchers are actually here is in fact mainly an association between tempo and a visual representation of tempo (or frequency). It certainly seems doubtful that persons listening to a piece of music will form a mental image of a bundle of horizontal lines. Yet, irrespective of how to interpret this experimental variable, it quantifies something about the impression listeners have when experiencing music, and whether these associations differ cross-culturally. The experiment has a balanced design, incorporating excerpts of musical pieces from each of the three cultural contexts, including both solo and group music. While the sample size is comparably low, given the online nature of data collection, it is based on a power analysis and relatively large expected effect sizes.
 
The proposed study was evaluated by three expert reviewers and the recommender over three rounds of in-depth review, plus a final round ironing out smaller issues. Reviewer Juan David Leongómez was recruited as a co-author after the first round of revisions. Following this process, the recommender decided that the manuscript met Stage 1 criteria and awarded in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/zdnkm
 
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.Hadavi, S., Kuroda, J., Shimozono, T., Leongómez, J. D. & Savage, P. E. (2024). Cross-cultural relationships between music, emotion, and visual imagery: A comparative study of Iran, Canada, and Japan. In principle acceptance of Version 6 by Peer Community in Registered Reports. https://osf.io/zdnkm
Cross-cultural relationships between music, emotion, and visual imagery: A comparative study of Iran, Canada, and Japan [Stage 1 Registered Report]Shafagh Hadavi, Junji Kuroda, Taiki Shimozono, Juan David Leongómez, Patrick E. Savage<p>Many people experience emotions and visual imagery while listening to music. Previous research has identified cross-modal associations between musical and visual features as well as cross-cultural links between music and emotion and between mus...Humanities, Social sciencesD. Samuel Schwarzkopf2023-03-01 02:48:54 View