The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in selfperceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.at LMU Muenchen on June 16, 2013 psp.sagepub.com Downloaded from
PERSONALITY AND SOCIAL PSYCHOLOGY BULLETINOver the past few years virtual driving and racing games have emerged as one of the top-selling products in the video and computer game industry. However, compared to first-person-shooter games (in which players partake in massive virtual killing sprees; Gentile & Gentile, 2008), very little psychological research has been dedicated to the impact of street-racing games on risktaking inclinations and risk perception in road traffic (Fischer, Kubitzki, Guter, & Frey, 2007;Kubitzki, 2005Kubitzki, , 2006. This is surprising given that these photo-realistic games often depict, and even reward, harmful, risky, and aggressive road traffic behaviors from a first-person perspective. Players typically drive at high speed through urban environments, crashing into other drivers, performing reckless overtaking maneuvers, intentionally killing pedestrians by driving over them, and destroying other cars by bumping into them (see the content of racing games such as Burnout, Need for Speed, or Grand Theft Auto). Preliminary evidence (Fischer et al., 2007) suggests that these types of games may promote risktaking inclinations similar to how first-person-shooter games promote aggressive inclinations and behaviors (e.g., Anderson et al., 2004). The aim of the present research was to further explore this possibility, with a focus on clarifying the psychological processes underlying the effect of racing games on risk taking.
Video Game Research and Psychological ProcessesVideo game research has been predominantly carried out within the first-person-shooter genre. This line of research consistently shows that playing firstperson-shooter games significantly increases aggressive cognitions, emotions, and behaviors (Anderson & Bushman, 2001Anderson & Dill, 2000;Anderson et al., 2004;. For example, participants who played violent video games (compared to those who played nonviolent video games) administered increased levels of noise blasts and electric shocks to other people (Anderson & Dill, 2000...