VUORRE Matti's profile
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VUORRE MattiORCID_LOGO

  • Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, Netherlands
  • Social sciences
  • recommender

Recommendation:  1

Review:  1

Areas of expertise
Most of my research concerns people's psychological functioning in online environments. I try to answer questions such as "Can video games impact cognitive performance", and "Are social media bad for well-being". I have also written about statistics and quantitative methodology. I'm interested in the application of bayesian statistics in the psychological sciences, and the development of open science practices.

Recommendation:  1

26 Jun 2024
STAGE 1

Do Scarcity-Related Cues Affect the Sustained Attentional Performance of the Poor and the Rich Differently?

How does economic status moderate the effect of scarcity cues on attentional performance?

Recommended by based on reviews by Ernst-Jan de Bruijn and Leon Hilbert
This Stage 1 registered report by Szecsi et al. (2024) seeks to clarify whether individuals' economic conditions moderate how scarcity cues affect their attentional performance. This idea has been previously explored: Here, the authors aim to clarify understanding of the how scarcity cues affect cognition by studying a large and diverse Hungarian sample with improved experimental methods.
 
Specifically, while it has been previously reported that financially less well-off individuals' are differentially affected by finance-related stimuli (e.g. Shah et al., 2018), Szecsi et al. (2024) argue that prior studies have used small samples with insufficient consideration of potentially important demographic variables. Therefore, the generalizability of prior studies might be lacking.
 
Second, Szecsi et al. (2024) aim to conduct a more realistic experiment by asking participants to free-associate in response to financial scarcity-related cues, whereas prior studies have often focused on simply querying for rating responses, which might not sufficiently engage the related cognitive mechanisms that could be most affected.
 
In the proposed study, then, the authors will rigorously test whether financially less well-off individuals have lower attentional performance while experiencing scarcity-related cues than individuals who are financially better off, and that attentional performance does not differ while experiencing non-scarcity related cues. Ultimately, Szecsi et al. propose to shed light on theories of scarcity-related cognition that posit overall decrements in attentional performance irrespective of individuals' financial status.
 
The Stage 1 manuscript was initially reviewed by two experts in the area, who both recommended several improvements to the study. The authors then thoroughly revised their write-up and protocol, and the two reviewers were satisfied with the substance of these revisions. Based on these evaluations, the recommender judged that the Stage 1 criteria were met and awarded in-principle acceptance. There were remaining editorial clarifications and suggestions which the authors can incorporate in their eventual Stage 2 report.
 
URL to the preregistered Stage 1 protocol: https://osf.io/3zdyb
 
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. Shah, A. K., Zhao, J., Mullainathan, S., & Shafir, E. (2018). Money in the mental lives of the poor. Social Cognition, 36, 4-19. https://doi.org/10.1521/soco.2018.36.1.4
 
2. Szecsi, P., Bognar, M., & Szaszi, B., (2024). Do Scarcity-Related Cues Affect the Sustained Attentional Performance of the Poor and the Rich Differently? In principle acceptance of Version 2 by Peer Community in Registered Reports. https://osf.io/3zdyb

Review:  1

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 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.
avatar

VUORRE MattiORCID_LOGO

  • Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, Netherlands
  • Social sciences
  • recommender

Recommendation:  1

Review:  1

Areas of expertise
Most of my research concerns people's psychological functioning in online environments. I try to answer questions such as "Can video games impact cognitive performance", and "Are social media bad for well-being". I have also written about statistics and quantitative methodology. I'm interested in the application of bayesian statistics in the psychological sciences, and the development of open science practices.