2013
DOI: 10.1016/j.aap.2012.09.022
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Street racing video games and risk-taking driving: An Internet survey of automobile enthusiasts

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Cited by 43 publications
(8 citation statements)
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References 23 publications
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“…Studies have supported the findings that risk-promoting racing games increased accessibility of risk-promoting attitudes and emotions, were associated with self-concepts as a risky driver and resulted in more risk-taking in both video-simulated critical road traffic situations (Fischer et al, 2008(Fischer et al, , 2009 and in real world risky driving behaviours (Hull et al, 2012;Vingilis et al, 2013). Risk-taking was greater for those who played video games than for the passive exposure of viewing video games or films (Fischer et al, 2009(Fischer et al, , 2011b.…”
Section: Introductionmentioning
confidence: 82%
“…Studies have supported the findings that risk-promoting racing games increased accessibility of risk-promoting attitudes and emotions, were associated with self-concepts as a risky driver and resulted in more risk-taking in both video-simulated critical road traffic situations (Fischer et al, 2008(Fischer et al, , 2009 and in real world risky driving behaviours (Hull et al, 2012;Vingilis et al, 2013). Risk-taking was greater for those who played video games than for the passive exposure of viewing video games or films (Fischer et al, 2009(Fischer et al, , 2011b.…”
Section: Introductionmentioning
confidence: 82%
“…According to a recent demographic survey of 4028 high school students aged [14][15][16][17][18] in Connecticut, approximately 50 % of participants reported playing video games for at least 1 h per week, with the majority of this group being younger males. The girls who played video games were more likely to smoke, use caffeine, carry weapons, be in violent altercations, and to have a higher BMI [17].…”
Section: Introductionmentioning
confidence: 98%
“…The violent and criminal content of some game narratives have prompted concern that players may emulate game scenarios in real life. Some studies have reported that adolescents are more likely to carry weapons to school after playing violent video games [14] and to engage in risky driving behavior after playing street-racing games [15]. Other studies have revealed increased self-identification and emotional self-involvement with personal avatars in long-term online gamers [16].…”
Section: Introductionmentioning
confidence: 98%
“…This approach has been applied in a similar manner in the risk-taking research (Ouimet et al, 2008;Vingilis et al, 2013) and crash analysis literature (Chen et al, 2005;Dissanayake and Lu, 2002;Jung, Qin, & Noyce, 2010). When including only Block 1 and/or Block 2, the resulting statistical models encompass the entire dataset and respondents from all countries (although individual respondents were excluded if they opted not to answer a question significant to the statistical model).…”
Section: Statistical Methodologymentioning
confidence: 99%