The racing-game effect: Why do video racing games increase risk-taking inclinations?
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The racing-game effect : Why do video racing games increase risk-taking inclinations? / Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmüller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Jörg; Odenwälder, Jörg.
In: Personality and Social Psychology Bulletin, Vol. 35, No. 10, 01.10.2009, p. 1395-1409.Research output: Contribution to journal › Journal article › Research › peer-review
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TY - JOUR
T1 - The racing-game effect
T2 - Why do video racing games increase risk-taking inclinations?
AU - Fischer, Peter
AU - Greitemeyer, Tobias
AU - Morton, Thomas
AU - Kastenmüller, Andreas
AU - Postmes, Tom
AU - Frey, Dieter
AU - Kubitzki, Jörg
AU - Odenwälder, Jörg
PY - 2009/10/1
Y1 - 2009/10/1
N2 - The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in self-perceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.
AB - The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in self-perceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.
KW - Racing games
KW - Reckless driving
KW - Risk taking
KW - Self-perception
KW - Video games
UR - http://www.scopus.com/inward/record.url?scp=70349204631&partnerID=8YFLogxK
U2 - 10.1177/0146167209339628
DO - 10.1177/0146167209339628
M3 - Journal article
C2 - 19596767
AN - SCOPUS:70349204631
VL - 35
SP - 1395
EP - 1409
JO - Personality and Social Psychology Bulletin
JF - Personality and Social Psychology Bulletin
SN - 0146-1672
IS - 10
ER -
ID: 214452761