Here’s an opportunity to download a free, full text PDF of a paper from one of the APA journals dealing with video games. In this instance, researchers looked at racecar-themed video games promoting a high level of risk taking, and researched whether playing them led to increased aggressiveness in real life driving.
The paper was by Peter Fischer over at Ludwig-Maximilians University, Jörg Kubitzki at the Allianz Center for Technology, Stephanie Guter and Dieter Frey, also at Ludwig-Maximilians University. All the institutions are in Germany. The paper is entitled “Virtual Driving and Risk Taking: Do Racing Games Increase Risk-Taking Cognitions, Affect, and Behaviors?” and appeared earlier this year in the Journal of Experimental Psychology: Applied.
The paper reported on three related studies. The authors began by tying into the research on violence in video games, (“Several studies have revealed that the playing of aggressive games elicits aggressive cognitions, affect, and behavioral responses,”) and concluded their introduction by stating little research has been performed on racing games and other aggressive driving simulators.
The first study involved 198 participants who were queried regarding their video gaming and driving habits. These people, selected at random in public places, were asked to answer questions regarding their need to display competitive behavior while driving, their need to impress others while driving, reflect on their attitudes toward cautious driving, and quantify their number of tickets and accidents. The researchers subjected the answers to hierarchical regression analysis and concluded they had initial evidence of self reported aggressive driving linked to racecar video game play.
The second study involved subjects playing an aggressive racecar game. Eighty-six students at Ludwig-Maximilians University in Munich played one of six games on a Sony PlayStation 2. Three racing games were selected for the study: Burnout, Midnight Racer, and Need for Speed. Three non-racing games were selected for the control group: Crash Bandicoot, Tak, and Fifa 2005. (On a side note, I have to wonder how Crash Bandicoot always seems to wind up in so many of these studies.) Participants in the experimental and control groups were selected at random.
Basing their work on Anderson, Carnagey, and Eubanks (2003), the authors devised a system to measure aggressive cognition in participants. The participants were given ten words that could have dual meanings and asked to choose the definition that fit. Also, participants were asked to rate their feelings on a scale of 0 to 10 regarding certain adjectives such as “aroused,” “excited,” and “bored.” The researchers left the participants to play in seclusion. After playing the game they had been assigned to for 20 minutes, the researchers re-entered the room and administered the survey.
After performing ANOVA on their dataset, the researchers concluded subjects playing the racing games, “exhibited a higher accessibility of risk-promoting cognitions than did participants who played a neutral game.” They also indicated a stronger level of arousal/excitement through playing the racing games versus the neutral games.
Put simply, Study 2 showed that exciting video games generate more excitement than games that are less exciting. That’s not the way the researchers put it, but that about sums it up. They realized this, and sought to show a direct linkage from the racing games to RL situations. Thus their third study, in which participants again played a racing game or a neutral game. This time, after concluding play, participants took the Vienna Test System, which seeks to rate willingness to take risks while driving. It is a defensive driving simulator using video taped traffic situations. Participants respond to risky situations by pressing a button indicating when they would be willing to abandon a driving maneuver. It was sufficiently dissimilar to the video racing games that the researchers commented on it.
A total of 68 participants were in Study 3. The researchers swapped out Crash Bandicoot this time with Medal of Honor, in an attempt to see if an aggressive game that did not deal with simulated driving affected the results. They could find no statistical correlation to increase willingness to accept risk in driving with the participants who played Medal of Honor, although the sample size was small. However, again, those playing the three racing games were more willing to take on risks, this time directly related to driving, especially if they were male.
In conclusion, the researchers allow that a young male consistently playing racing video games in which risky driving is promoted through game play, could possibly extend their willingness to drive risky in real life situations. Of course, it’s not altogether as simple as that. A young man may drive in an irresponsible manner for any number of reasons, not just the video games he plays.
This paper is well worth a look. A final note of interest: the references include several German examples of research in this field that we in the English speaking world are not normally privy to, including such intriguing titles as this one …
Vorderer, P., & Klimmt, C. (2006). Zum Einfluss von Computerspielen mit Fahrzeugbezug auf das Fahrverhalten junger Fahrer: Abschlussbericht an die Bundesanstalt für Straßenwesen [The influence of vehicle-related computer games on the driving behavior of young drivers: Final report to the Federal Highway Research Institute (BASt)]. Hannover, Germany: Hochschule für Musik und Theater.
References
Anderson, C. A., Carnagey, N. L., & Eubanks, J. (2003). Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings. Journal of Personality and Social Psychology, 84, 960–971.
Fischer, P., Kubitzki, J., Guter, S., & Frey, D. (2007). Virtual driving and risk taking: Do racing games increase risk-taking cognitions, affect, and behaviors? Journal of Experimental Psychology: Applied. 13(1). 22-31.