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IS PLAYING RACING VIDEO GAMES ASSOCIATED WITH STUNT DRIVING?

机译:正在玩与特技驾驶相关的赛车视频游戏吗?

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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 and self-reported risky driving through a web-based survey of a sample of car and racing club members. In particular, this study was interested in testing Fischer and colleagues’ [1-4] socio-cognitive model for understanding how racing video game playing is associated with risky driving self perceptions, attitudes and behaviours. Method: An Internet questionnaire was developed using the expert panel method and was primarily based on validated instruments or questions derived from other surveys. The questionnaire included: 1) attitudes regarding Ontario’s stunt driving legislation and street racing; 2) self-perceptions as a risky driver scales; 3) playing of video games and 4) self-reported stunt driving. Car club participants were invited to participate in the survey. A hierarchical multiple regression was performed considering self-reported stunt driving as the dependent variable, entering the following in the model: age (16-34, 35+) and driving exposure as control variables in the first step; self-perceptions as a risky driver (Driver Thrilling Seeking and Competitive Attitude Toward Driving scales) in the second step; attitudes in the third step and playing “drive’em up” and “circuit” racing games in the last step in order to examine the effects of the predictor variables on the dependent variable. Results: A total of 463 survey respondents were included in the analyses. The total model explained 36% of the variance. Specifically, the results showed higher self-reported stunt driving for respondents who reported driving more hours per week, scored higher on Driver Thrill Seeking and Competitive Attitude Toward Driving scales, reported more negative attitudes toward Ontario’s Stunt Driving legislation, reported more positive attitudes toward street racing and reported playing “drive’em up” video games more frequently. However, “circuit” video games did not predict self-reported stunt driving Conclusions: These findings support Fischer and colleagues’ experimental studies in which sensation seeking, attitudes and “drive’em up” street-racing games, but not “circuit” racing games, are associated with increased risky driving behaviour.
机译:目的:本研究的目的是检查风险驾驶态度的关系,自我看法作为风险驾驶员的自我看法,扮演“驱动器”(屡次奖励的玩家和其他违规行为)和“电路”赛车通过基于网络的汽车和赛车俱乐部成员样本的网络调查,视频游戏和自我报告的风险驾驶。特别是,这项研究对测试Fischer和同事的社会认知模型感兴趣,以了解赛车视频游戏如何与驾驶自我看法,态度和行为有关。方法:使用专家面板方法开发了一个Internet调查问卷,主要基于验证的仪器或来自其他调查的问题。调查问卷包括:1)关于安大略州特技驾驶立法和街头赛车的态度; 2)作为风险驾驶员秤的自我认知; 3)使用视频游戏和4)自我报告的特技驾驶。邀请汽车俱乐部参与者参加调查。考虑分层多元回归,考虑自我报告的特技作为因变量,进入模型中的以下内容:年龄(16-34,35+)和驾驶曝光作为控制变量在第一步中;在第二步中,作为风险驾驶员的自我认知(驾驶员惊险和竞争态度);在最后一步中,在第三步和“Drive'em Up”和“电路”赛车游戏中的态度,以检查预测变量对从属变量的影响。结果:分析中共有463名调查受访者。总模型解释了36%的差异。具体而言,结果表明,报告每周驾驶时间驾驶的受访者的高度自我报告的特技驾驶,驾驶员刺激寻求和竞争态度对驾驶秤的竞争态度进行得分,据报道对安大略省特技驾驶立法的更负面态度,据报道对街道的更积极态度赛车并报道更频繁地玩“Drive'em Up”视频游戏。然而,“电路”视频游戏没有预测自我报告的特技驾驶结论:这些发现支持菲舍尔及其同事的实验研究,其中侦查,态度和“推动”赛车游戏,但不是“电路”赛车游戏,与风险驾驶行为增加有关。

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