ELSON Malte's profile
avatar

ELSON MalteORCID_LOGO

  • Institute of Psychology, University of Bern, Bern, Switzerland
  • Social sciences

Recommendation:  1

Reviews:  2

Areas of expertise
meta science; problem solving; usable security; reverse engineering; media effects; video games; media violence; experimental design; behavioral measurement; systematic reviews https://www.malte-elson.com https://www.dig.psy.unibe.ch https://www.flexiblemeasures.com/

Recommendation:  1

13 May 2023
STAGE 1

Personal factors and group creativity characteristics: A correlational meta-analysis

Which personal factors are associated with group creativity?

Recommended by and based on reviews by Evan Carter and Greg Feist
What determines whether groups of people can come up with ideas that are both original and useful? Since the 1960s, this question has been intensively studied with the help of more or less structured group creativity activities such as brainstorming or creative problem solving, with subsequent rating of the generated ideas.
 
In this line of research, personal factors—such as personality traits, and other interindividual differences in emotion and cognition—have received substantial attention as potential correlates of creative outcomes of group activities. This has spawned a sprawling literature that, to date, has not yet been synthesized. Thus, empirical findings in this literature, which are also sometimes contradictory, have not yet been well-integrated.
 
In the present study, Fillon et al. (2022) will conduct the first meta-analysis of correlations between personal factors and group creativity outcomes. The authors will search and synthesize the existing (published and unpublished) literature according to predetermined criteria to (1) assess the overall relationship between a broad list of personal factors and creativity outcomes in group settings and (2) explore potential moderators of these relationships. The latter research question includes substantive moderators, such as familiarity between group members, group size, and type of task, but also publication status.
 
The Stage 1 manuscript was evaluated over five rounds of in depth-review. Based on detailed responses to reviewers’ and the recommenders’ 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/nybg6
 
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. Fillon, A. A., Girandola, F., Bonnardel, N., Kenworth, J. B., Wiernik. B. M. & Souchet, L. (2022). Personal factors and group creativity characteristics: A correlational meta-analysis, in principle acceptance of Version 4 by Peer Community in Registered Reports. https://osf.io/nybg6

Reviews:  2

21 Sep 2022
STAGE 2
(Go to stage 1)
article picture

Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report

The lived experience of gamers: a comparative qualitative investigation of treatment-seekers and esports players

Recommended by based on reviews by Malte Elson and Peter Branney
Since 2018, the inclusion of “gaming disorder” in the ICD-11 has been met with a mixture of interest, confusion and controversy (Van Rooij et al, 2018), mirroring broader debates 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. (2022) tackle this question in the first of two Stage 2 Registered Reports associated with their previous programmatic Stage 1 submission. Using interpretative phenomenological analysis in gamers and medical experts, they find that treatment-seekers and esports players differ in how gaming is associated with the sense of self, either interfering with the self for treatment-seekers or successfully integrating into the self for esports players. These findings help to identify the key characteristics of problematic and non-problematic gaming and call for more intensive and wide-reaching qualitative research in this area.
 
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 (2022) Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report. Stage 2 Registered Report, acceptance of Version 2 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/q53jz
24 Sep 2021
STAGE 1
article picture

Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report

How does the phenomenology of "gaming disorder" differ from intensive but non-pathological videogame play?

Recommended by based on reviews by Malte Elson, Peter Branney and Michelle Carras

In this Stage 1 Registered Report, Karhulahti and colleagues (2021) propose a qualitative, interview-based study of videogame play, with the central aim to understand key phenomological differences between gaming behaviour that is associated with vs. without health problems. This question is particularly important given the recent inclusion of "gaming disorder" in the WHO's International Statistical Classification of Diseases and Related Health Problems (ICD).

In recent years, the validity of "gaming disorder" as an identifiable mental illness has been controversial (e.g. Van Rooij et al, 2018), as has the debate concerning purported harms or benefits of gaming for mental health. This Stage 1 manuscript describes a rigorous qualitative investigation that should provide new insights on this question, and will also include a longitudinal component to examine changes in phenomonology over time, as well as an examination of the extent to which the phenomonology of gaming is reflected in the experiences of medical experts such as doctors, nurses, and therapists who have worked with gaming-related health problems.

More broadly, the manuscript breaks new ground for Registered Reports, being one of the first to focus on qualitative methods, while also making use of the Programmatic submission track in which the approved Stage 1 manuscript is intended to produce two Stage 2 manuscripts focusing on different elements of the project.

Three expert reviewers with a variety of field-specialist and qualitative methodological expertise assessed the Stage 1 manuscript over two rounds of in-depth review. Following revision, the reviewers and recommender agreed 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/a2rwg

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

  1. Karhulahti V-M, Siutila M, Vahlo J, Koskimaa R (2021) Phenomenological Strands for Gaming Disorder and Esports Play: A Qualitative Registered Report. PsyArXiv preprints, Stage 1 preregistration, in principle acceptance of version 1 by Peer Community in Registered Reports. https://doi.org/10.31234/osf.io/q53jz
  2. 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
avatar

ELSON MalteORCID_LOGO

  • Institute of Psychology, University of Bern, Bern, Switzerland
  • Social sciences

Recommendation:  1

Reviews:  2

Areas of expertise
meta science; problem solving; usable security; reverse engineering; media effects; video games; media violence; experimental design; behavioral measurement; systematic reviews https://www.malte-elson.com https://www.dig.psy.unibe.ch https://www.flexiblemeasures.com/