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IS PLAYING RACING VIDEO GAMES ASSOCIATED WITH STUNT DRIVING?

机译:正在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 drivingattitudes, self-perceptions as a risky driver, playing of “drive’em up” (which rewarded players forfrequent traffic and other violations), and “circuit” racing video games and self-reported riskydriving 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 forunderstanding 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 wasprimarily based on validated instruments or questions derived from other surveys. Thequestionnaire 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 stuntdriving. Car club participants were invited to participate in the survey. A hierarchical multipleregression 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 variablesin the first step; self-perceptions as a risky driver (Driver Thrilling Seeking and CompetitiveAttitude 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 thepredictor variables on the dependent variable.Results: A total of 463 survey respondents were included in the analyses. The total modelexplained 36% of the variance. Specifically, the results showed higher self-reported stunt drivingfor respondents who reported driving more hours per week, scored higher on Driver ThrillSeeking and Competitive Attitude Toward Driving scales, reported more negative attitudestoward Ontario’s Stunt Driving legislation, reported more positive attitudes toward street racing and reported playing “drive’em up” video games more frequently. However, “circuit” videogames did not predict self-reported stunt drivingConclusions: These findings support Fischer and colleagues’ experimental studies in whichsensation seeking, attitudes and “drive’em up” street-racing games, but not “circuit” racinggames, are associated with increased risky driving behaviour.
机译:目的:本研究的目的是研究危险驾驶之间的关系 态度,对风险驾驶员的自我感知,玩“开车”(奖励玩家 频繁的交通和其他违规行为),以及“巡回赛”赛车视频游戏和自我报告的风险 通过基于网络的汽车和赛车俱乐部成员样本调查进行驾驶。特别是, 这项研究有兴趣测试Fischer和同事的[1-4]社会认知模型 了解赛车视频游戏的玩法如何与危险的驾驶自我认知相关联, 态度和行为。 方法:使用专家小组方法开发了互联网问卷, 主要基于经过验证的工具或其他调查得出的问题。这 调查问卷包括:1)对安大略省的特技驾驶法规和街头赛车的态度; 2)自我感知是危险的驱动因素; 3)玩电子游戏和4)自我报告的特技 驾驶。汽车俱乐部的参与者被邀请参加调查。等级倍数 以自我报告的特技驾驶为因变量进行回归分析, 在模型中输入以下内容:年龄(16-34岁,35岁以上)和驾驶暴露作为控制变量 在第一步中自我感知为有风险的驾驶者(驾驶者寻求刺激和竞争能力) 第二步:对驾驶的态度量表;第三步的态度和打法 在最后一步中进行“加速”和“巡回”赛车游戏,以检查游戏的效果 因变量上的预测变量。 结果:总共包括463名受访者。整体型号 解释了36%的方差。具体来说,结果显示更高的自我报告的特技驾驶 对于报告每周驾驶更多时间的受访者,在“驾驶员刺激”方面得分更高 对驾驶量表的寻求和竞争态度,报告了更多的负面态度 根据安大略省的《特技驾驶法》,报道了对街头赛车更加积极的态度,并报告了更频繁地玩“开车”游戏。但是,“电路”视频 游戏无法预测自我报告的特技驾驶 结论:这些发现支持了Fischer及其同事的实验研究,其中 寻求感觉,态度和“推动”街头竞速游戏,而不是“巡回”赛车 游戏,与增加的危险驾驶行为有关。

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