2007
DOI: 10.1037/1076-898x.13.1.22
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Virtual driving and risk taking: Do racing games increase risk-taking cognitions, affect, and behaviors?

Abstract: Research has consistently shown that aggressive video console and PC games elicit aggressive cognitions, affect, and behaviors. Despite the increasing popularity of racing (driving) games, nothing is known about the psychological impact of this genre. This study investigated whether playing racing games affects cognitions, affect, and behaviors that can promote risk taking in actual road traffic situations. In Study 1, the authors found that the frequency of playing racing games was positively associated with … Show more

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Cited by 71 publications
(122 citation statements)
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“…Fischer et al (2007Fischer et al ( , 2008 have expressed the need for longitudinal research in examining the impact of media on risk taking in traffic. Although the previously mentioned studies have indicated that there is a cause for concern since there appears to be a relationship between risk stimulating media such as racing games and drive'em up games and risky driving cognitions, attitudes, intentions and inclinations, these studies have only dealt with short-term effects (Beullens et al, 2008;Fischer et al, 2007Fischer et al, , 2008. However from a prevention point of view it is important to know whether these effects persist for longer periods of time.…”
Section: Introductionmentioning
confidence: 99%
“…Fischer et al (2007Fischer et al ( , 2008 have expressed the need for longitudinal research in examining the impact of media on risk taking in traffic. Although the previously mentioned studies have indicated that there is a cause for concern since there appears to be a relationship between risk stimulating media such as racing games and drive'em up games and risky driving cognitions, attitudes, intentions and inclinations, these studies have only dealt with short-term effects (Beullens et al, 2008;Fischer et al, 2007Fischer et al, , 2008. However from a prevention point of view it is important to know whether these effects persist for longer periods of time.…”
Section: Introductionmentioning
confidence: 99%
“…Our main assumption is that racing games make players more comfortable with breaking traffic rules, which carries over to risk taking in real driving situations. Specifically, we focus on the role of changing selfperceptions in mediating the effects of game playing on risky behavior.Although priming has been suggested to underlie racing-game effects (Fischer et al, 2007), the present research attempts to specify what is primed when individuals play racing games. The GAM identifies a broad variety of mechanisms that can be triggered by violent media content, such as aggression-related attitudes and beliefs, self-perceptions, and self-efficacy beliefs as well as a whole range of aggression-related knowledge structures (cf.…”
mentioning
confidence: 99%
“…Vorderer and Klimmt used a driving simulator, which does not necessarily measure actual risk tolerance. However, a crucial difference in the Fischer et al (2007) studies was the use of a specific risk-taking measure as the dependent variable.To conclude, extant research on the effects of playing racing games suggests that playing can trigger risksupportive cognitions and emotions, and thus it increases risk-taking behavior, both within and beyond the driving context. However, research in this area is in its infancy, and for several reasons there is a need for additional research.…”
mentioning
confidence: 99%
“…Dicho instrumento se fundamentaba a partir de los paradigmas de elección de opciones agresivas o no agresivas (Fischer, Guter y Frey, 2008;Fischer et al, 2007;Giumetti y Markey, 2007). El test de conducir contenía 20 ítems con cuatro alternativas de respuesta, desarrollados a partir de los exámenes para la consecución del permiso de conducción, válido en el estado español (Dirección General de Tráfico, DGT, 2012).…”
Section: Instrumentalunclassified
“…Dichos efectos parecen más pronunciados en la adolescencia, principalmente en hombres (Anderson, 2004;Kirsh, 2003;Loeber y Stouthamer-Loeber, 1998); también se han mostrado consistentes bajo diferentes tipos de videojuegos violentos, como videojuegos de rol (Anderson et al, 2010;Bösche, 2010;Giumetti y Markey, 2007), de combate (Bluemke, Friedrich y Zumbach, 2010;Ferguson y Garza, 2011;Panee y Ballard, 2002;Wei, 2007), deportivos y de coches (Anderson y Carnagey, 2009;Fischer, Kastenmüller y Greitermeyer, 2010;Fischer, Kubitzki, Guter y Frey, 2007). También se ha observado una mayor presencia de ejecución de conductas arriesgadas tras la exposición a videojuegos de tipo competitivo (Fischer et al, 2011).…”
Section: Introductionunclassified