
@article{ref1,
title="Street racing video games and risk-taking driving: An Internet survey of automobile enthusiasts",
journal="Accident analysis and prevention",
year="2013",
author="Vingilis, Evelyn R. and Seeley, Jane and Wiesenthal, David L. and Wickens, Christine M. and Fischer, Peter and Mann, Robert E.",
volume="50",
number="",
pages="1-7",
abstract="PURPOSE: The purpose of this study was to examine the relationships among risky driving attitudes, self-perceptions as a risky driver, playing of &quot;drive'em up&quot; (which rewarded players for frequent traffic and other violations) and &quot;circuit&quot; 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 &quot;drive'em up&quot; and &quot;circuit&quot; 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 &quot;drive'em up&quot; video games were associated with higher odds on the self-reported Risk-Taking Driving Scale. However, the Driver Thrill Seeking Scale and &quot;circuit&quot; video game playing failed to predict self-reported risk-taking driving. CONCLUSIONS: Self-perceptions as a risky driver, positive attitudes toward risky driving and &quot;drive'em up&quot; street-racing games, but not &quot;circuit&quot; 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.<p /> <p>Language: en</p>",
language="en",
issn="0001-4575",
doi="10.1016/j.aap.2012.09.022",
url="http://dx.doi.org/10.1016/j.aap.2012.09.022"
}