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Street racing video games and risk-taking driving: An Internet survey of automobile enthusiasts
Authors:Evelyn Vingilis  Jane Seeley  David L Wiesenthal  Christine M Wickens  Peter Fischer  Robert E Mann
Affiliation:1. Family Medicine, Schulich School of Medicine and Dentistry, the University of Western Ontario, Dr. Don Rix Clinical Skills Building, London, ON, Canada N0M 2K0;2. Department of Psychology, York University, 288 Behavioural Science Building 4700 Keele St., Toronto, ON, Canada M3J 1P3;3. Social and Epidemiological Research, Centre for Addiction and Mental Health, 33 Russell Street, Toronto, ON, Canada M5T 1R8;4. Department of Social Labour, Institute for Experimental Psychology, University of Regensburg, Universitätsstraße 31, 93040 Regensburg, Germany;5. Public Health and Regulatory Policy Section, Centre for Addiction and Mental Health, 33 Russell Street, Toronto, ON, Canada M5T 1R8
Abstract:

Purpose

The purpose of this study was to examine the relationships among risky driving attitudes, self-perceptions as a risky driver, playing of “drive’em up” (which rewarded players for frequent traffic and other violations) and “circuit” racing video games as well as self-reported risky driving through a web-based survey of car and racing club members in relation to a socio-cognitive model of the effects of racing video game playing.

Method

An Internet questionnaire was developed and included: (1) self-perceptions as a risky driver scales (Driver Thrill Seeking and Competitive Attitude Toward Driving); (2) attitudes regarding street racing; (3) street racing video game playing, and (4) self-reported risky driving (Risk-Taking Driving Scale). A sequential logistic regression was performed entering age and driving exposure as control variables in the first block, self-perceptions as a risky driver in the second block, attitudes in the third block and playing “drive’em up” and “circuit” racing games in the last block to examine their effects on self-reported risk-taking driving.

Results

A total of 503 survey respondents were included in the analyses and only 20% reported any risk-taking driving. Higher score on the Competitive Attitude Toward Driving Scale, more positive attitudes toward street racing, and more frequent reported playing of “drive’em up” video games were associated with higher odds on the self-reported Risk-Taking Driving Scale. However, the Driver Thrill Seeking Scale and “circuit” video game playing failed to predict self-reported risk-taking driving.

Conclusions

Self-perceptions as a risky driver, positive attitudes toward risky driving and “drive’em up” street-racing games, but not “circuit” racing games, are associated with increased risk-taking driving. These findings are congruent with experimental studies in which games that reward driving violations increased risk taking, suggesting that risk taking may be a function of type of street racing game played by affecting self-perceptions as a risky driver.
Keywords:Street racing  Attitudes  Risk-taking driving  Video games  Internet survey
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