Computer Racing Games, Risk-Taking, And Traffic Safety

20th ICTCT workshop
Proceedings
Computer Racing Games, Risk-Taking, and Traffic
Safety
1
Jörg Kubitzki, 2Peter Fischer, 2Stephanie Guter & 2Dieter Frey
1
Allianz Center for Technology
Muenchener Straße 89, 85737 Ismaning, Germany
Phone: 0049-89-3800-6287
E-mail: [email protected]
2
Ludwig-Maximilians-University, Munich, Germany
Abstract
Computer games play a major role in young peoples’ leisure activities, even gambling
addiction is reported, as well as decreasing ages (2- to 4-years), but mostly violence is
in focus of psychological research (“shooter”). The studies reported here, stress the drivinggenre (“racing”), asking for relations to driving. With 77%, the majority of adolescents
play driving games, starting age 10, indicating a relation to under-age driving (Kubitzki,
2004). In young adults, experiments found relations with traffic related riskcognitions
and risk-behaviour (Vienna Risk-Taking Traffic Test), and correlations with self-reported riskbehaviour in traffic and accidents (Fischer, Kubitzki, Guter, & Frey, 2007). Recent studies
show relations with a decrease in traffic norm compliance (Fischer et al., in prep.). The
authors plead for an age-16-limit delivering “street racing games” and see needs for further
research, e.g. on long term effects.
Introduction
Computer games are played by adolescents, young adults, but even pre-schools [1, 2].
Game violence research shows an impact on aggression [3], but driving games are not in
focus. Media violence is interpreted legal (aggression against virtual humans). Mix genres
(shooter+driving) sometimes are limited in age 16/18 because of shooter, but pure racing is
expected non-violent. This is not sufficient for traffic psychology: Driving games are competitive (other virtual traffic participants), provoke aggressive, reckless, accidental driving; the
factor competitiveness is proved to be related to traffic violations and accidents [4]. Aim here
was to figure out the effect of gambling for traffic behaviours, attitudes, and cognitions.
Games are to separate in street racing (public roads, traffic) vs. nonstreet racing
(parcours/closed streets). The studies reported here, refer to street racing, such as Burnout.
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20th ICTCT workshop
Proceedings
Screenshot from computer racing game Burnout 3 (Source: Süddeutsche Zeitung Online)
Empirical findings
A focus group study (illegal tuners, racers) [5] considered racing games play a role in
deviant driving, gambling starting in childhood. Subsequently, a representative questionnaire
survey (male, 13-17y, N=657) focussed on game consumption and car-related interests/
behaviours [6, 7, 8], showing 77% to play regularly (75% of this also street racing, 25%
parcours alone, but with street character, e.g. Colin McRae), 2/3 playing daily/weekly. Needfor-Speed (45%), Burnout (34%), GTA (28%) as favourites, M=2,58 games to be played as
average (1/5 more than 3). Initial age was 10, playing the whole youth span. Motives were
competitiveness, speeding, and crashing. Gambling was equal over age, school type, rural/
urban residence. Number of driving games played was related to underage driving, tuning
related to gambling.
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20th ICTCT workshop
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Since experiments in [9] found racing games increase risk cognitions (“priming”-effect), 3
Allianz/University Munich studies [10] focussed the influence of racing games on adult
drivers’ risk taking: Men took more risks in critical road traffic situations (reaction times,
seconds, WRB-Test, N=68), after playing racing games (M=7.54, SD=1.34) rather than after
neutral games (M=6.41, SD=1.20), t(64)= -2.43, p=.05. Risk acceptance to critical traffic
situations such as overtaking before curves was lengthened up to 1000ms in racing game
players. Again, risk priming was heightened by racing games as well as arousal was (N=83).
A third study proved gambling correlates with driving style, and reported accidents. Negative
effects of gambling (on driving simulator behaviour) were also reported by [11], but they
conclude gambling having no impact on traffic safety; this conclusion is rejected here. A
follow up study by the poster authors [12] stressed on gambling and (1) short-term effects
(2), attitudes, and (3) parcours games, and made clear that the negative effects on risk
taking persist 15 minutes after playing, that racing games impair traffic related law compliance, and that parcours (F1) does not have the same impact (study to be published next).
Conclusions
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Computer racing games are of high usage in youth/young drivers
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Number of games to be played are relevant for deviant driving
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Impact on underage driving, accidents, risk taking, and law compliance in real driving is
obvious
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Impact on traffic socialisation to consider
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Age 16 restriction (legally/voluntary) for computer street racing games desirable
•
Further research needed (long term effects, attitude development in childs, further
aspects relevant to driving behaviour, e.g. aggressivity, hostility)
•
Public awareness and safety campaigns should reconsider their view on adolescents as
active participants in motorized traffic
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References
[1] Huston, A.C. et al., 1999. How young children spend their time: Televison and other
activities.
Developmental Psychology, 35(4), 912-925.
[2] Gentile, D.A. et al., 2004. The effects of violent video game habits on adolescent
hostility, aggressive behaviours, and school performance. Journal of Adolescence, 27(1), 522.
[3] Anderson, C.A. & Bushman, B.J., 2001. Effects of violent video games on aggressive
behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosocial
behaviour: A metaanalytic review of the scientific literature. Psychological Sciene, 12(5),
353-359.
[4] Deery, H.A. & Fildes, B.N. (1999). Young novice drivers subtypes: relationship to highrisk behaviour, traffic accident record, and simulator driving performance. Human Factors,
41(4), 628-643.
[5] Kubitzki, J. (2004a). Von der Play-Station auf die Autobahn: Auto-Tuning, illegale Rennen
und reckless driving. Eine Ursachenanalyse der Forschungsgemeinschaft Auto Sicht
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des Verkehrstechnischen Instituts im GDV, 03/04. Berlin: VTIV.
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Tuningverhalten beim 13- bis 17-jährigen männlichen Jugendlichen. Vortrag
Jugenmedientage, Juni 2004, München.
[7] Kubitzki, J. (2005). Zur
Verkehrssicherheit, 3, 135-138.
Problematik
von
Video-Rennspielen.
Zeitschrift
für
[8] Kubitzki, J. (2006, July). Video driving games and traffic safety—A matter of concern?
Results from a questionnaire survey in 13–17-year-old male adolescents. Paper presented at
the 26th International Congress of Applied Psychology, Athens, Greece.
[9] Guter, S. (2005). Risk and mass media. The effects of positive risk representations in the
mass media on risk related cognitions, emotions, and behaviours. PhD Thesis, Munich
University.
[10] Fischer, P., Kubitzki, J., Guter, S. & Frey, D. (2007). Virtual Driving and Risk Taking: Do
Racing Games Increase Risk-Taking Cognitions, Affect, and Behaviours? Journal of
Experimental Psychology: Applied, 13(1), 22–31.
[11] Vorderer, P. & Klimmt, C. (2006). Rennspiele am Computer: Implikationen für die
Verkehrssicherheitsarbeit. Bericht der Bundesanstalt für Straßenwesen. Hannover:
Hochschule für Musik und Theater.
[12] Fischer, P., Kastenmüller, A., Postmes, T., Morton, T., Frey, D. & Kubitzki, J. (in prep.).
Racing games and risk-taking in road traffic: Underlying psychological processes and real-life
relevance. Research paper to be published, University of Exeter.
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