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Please note: To accommodate reviewer and recommender holiday schedules, we will be closed to submissions from 1st July — 1st September. During this time, reviewers will be able to submit reviews and recommenders will issue decisions, but no new or revised submissions will be made by authors. The one exception to this rule is that authors using the scheduled track who submit their initial Stage 1 snapshot prior to 1st July can choose a date within the shutdown period to submit their full Stage 1 manuscript.

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Life Thinning and Gaming Disorder: A Longitudinal Qualitative Registered Reportuse asterix (*) to get italics
Veli-Matti Karhulahti, Miia Siutila, Jukka Vahlo, Raine KoskimaaPlease use the format "First name initials family name" as in "Marie S. Curie, Niels H. D. Bohr, Albert Einstein, John R. R. Tolkien, Donna T. Strickland"
<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 design that pursues a comparative descriptive understanding of how intensive gaming experiences evolve in both clinical and non-clinical life situations. Accompanied by a rich health survey, interpretive phenomenological analysis was adapted to understand in-depth interview data from treatment-seeking (n=5) and esports-playing (n=4) participants, the latter of which did not experience any gaming-related health problems. The interviews were carried out as a 1-year follow-up. The study finds intensive relationships with gaming to be experienced through multidimensional cyclicality. For treatment-seekers, this manifests through shifting problem processing that involves a search of new gaming and life meanings; meanwhile, for esports-playing participants, the meanings of gaming evolve and can rapidly adapt to unexpected life events. We propose life thinning and resilience-integration processes as working models that can help better describe and theoretically explain how some individuals end up seeking gaming-related treatment, whereas for others gaming continues to be part of their identity and resilience. The findings call for more qualitative registered reports with treatment-seekers and other intensively gaming people from different cultures to better understand the spectrum of intensive gaming phenomenologically—and specifically, what it means for people to seek treatment for their gaming.&nbsp;</p>
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phenomenology, technology, psychiatry, videogames
NonePlease indicate the methods that may require specialised expertise during the peer review process (use a comma to separate various required expertises).
Humanities, Medical Sciences, Social sciences
No need for them to be recommenders of PCI Registered Reports. Please do not suggest reviewers for whom there might be a conflict of interest. Reviewers are not allowed to review preprints written by close colleagues (with whom they have published in the last four years, with whom they have received joint funding in the last four years, or with whom they are currently writing a manuscript, or submitting a grant proposal), or by family members, friends, or anyone for whom bias might affect the nature of the review - see the code of conduct
e.g. John Doe []
2023-05-15 11:01:37
Chris Chambers