GUNSCHERA Lukas J.'s profile
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GUNSCHERA Lukas J.ORCID_LOGO

  • MRC Cognition and Brain Sciences Unit, University of Cambridge, Cambridge, United Kingdom
  • Social sciences

Recommendations:  0

Reviews:  2

Areas of expertise
social media, digital media, mental health, bayesian statistics, computational modelling, associative learning, habits, psychopathy

Reviews:  2

25 Mar 2024
STAGE 1
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Assessing compliance with UK loot box industry self-regulation on the Apple App Store: a 6-month longitudinal study on the implementation process

Does self regulation by gaming companies for the use of loot boxes work?

Recommended by based on reviews by Chris Chambers, Lukas J. Gunschera and Andy Przybylski
Video games may provide the option of spending real money in exchange for probabilistically receiving game-relevant rewards; in effect, encouraging potentially young teenagers to gamble. The industry has subscribed to a set of regulatory principles to cover the use of such "loot boxes", including 1) that they will prevent loot box purchasing by under 18s unless parental consent is given; 2) that they will make it initially clear that the game contains loot boxes; and 3) that they will clearly disclose the probabilities of receiving different rewards.
 
Can the industry effectively self regulate? Xiao (2024) will evaluate this important question by investigating the 100 top selling games on the Apple App Store and estimating the percentage compliance to these three regulatory principles at two time points 6 months apart.
 
The Stage 1 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 1 criteria and therefore awarded in-principle acceptance (IPA).
 
URL to the preregistered Stage 1 protocol: https://osf.io/3knyb
 
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. Xiao, L. (2024). Assessing compliance with UK loot box industry self-regulation on the Apple App Store: a 6-month longitudinal study on the implementation process. In principle acceptance of Version 3 by Peer Community in Registered Reports. https://osf.io/3knyb
15 Apr 2023
STAGE 1
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Reconstructing Gaming Disorder: A Taxonomy by Registered Report

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

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

  • MRC Cognition and Brain Sciences Unit, University of Cambridge, Cambridge, United Kingdom
  • Social sciences

Recommendations:  0

Reviews:  2

Areas of expertise
social media, digital media, mental health, bayesian statistics, computational modelling, associative learning, habits, psychopathy