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街头赛车视频游戏与冒险驾驶行为:汽车爱好者的网络调查

Street racing video games and risk-taking driving: An Internet survey of automobile enthusiasts.

机构信息

Family Medicine, Schulich School of Medicine and Dentistry, University of Western Ontario, Dr. Don Rix Clinical Skills Building, London, ON, Canada.

出版信息

Accid Anal Prev. 2013 Jan;50:1-7. doi: 10.1016/j.aap.2012.09.022. Epub 2012 Nov 3.

Abstract

PURPOSE

The purpose of this study was to examine the relationships among risky driving attitudes, self-perceptions as a risky driver, playing of "drive'em up" (which rewarded players for frequent traffic and other violations) and "circuit" racing video games as well as self-reported risky driving through a web-based survey of car and racing club members in relation to a socio-cognitive model of the effects of racing video game playing.

METHOD

An Internet questionnaire was developed and included: (1) self-perceptions as a risky driver scales (Driver Thrill Seeking and Competitive Attitude Toward Driving); (2) attitudes regarding street racing; (3) street racing video game playing, and (4) self-reported risky driving (Risk-Taking Driving Scale). A sequential logistic regression was performed entering age and driving exposure as control variables in the first block, self-perceptions as a risky driver in the second block, attitudes in the third block and playing "drive'em up" and "circuit" racing games in the last block to examine their effects on self-reported risk-taking driving.

RESULTS

A total of 503 survey respondents were included in the analyses and only 20% reported any risk-taking driving. Higher score on the Competitive Attitude Toward Driving Scale, more positive attitudes toward street racing, and more frequent reported playing of "drive'em up" video games were associated with higher odds on the self-reported Risk-Taking Driving Scale. However, the Driver Thrill Seeking Scale and "circuit" video game playing failed to predict self-reported risk-taking driving.

CONCLUSIONS

Self-perceptions as a risky driver, positive attitudes toward risky driving and "drive'em up" street-racing games, but not "circuit" racing games, are associated with increased risk-taking driving. These findings are congruent with experimental studies in which games that reward driving violations increased risk taking, suggesting that risk taking may be a function of type of street racing game played by affecting self-perceptions as a risky driver.

摘要

目的

本研究旨在检验危险驾驶态度、自我感知为危险驾驶员、玩“驾驶”(奖励玩家频繁的交通和其他违规行为)和“电路”赛车视频游戏以及自我报告的危险驾驶之间的关系,通过对汽车和赛车俱乐部成员进行基于网络的调查,考察赛车视频游戏对驾驶的影响的社会认知模型。

方法

开发了一个互联网问卷,包括:(1)自我感知为危险驾驶员的量表(驾驶员冒险寻求和竞争态度对待驾驶);(2)街头赛车态度;(3)街头赛车视频游戏的玩;(4)自我报告的危险驾驶(冒险驾驶量表)。进行了顺序逻辑回归,在第一块中输入年龄和驾驶暴露作为控制变量,在第二块中输入自我感知为危险驾驶员,在第三块中输入态度,在最后一块中输入玩“驾驶”和“电路”赛车游戏,以检验它们对自我报告的冒险驾驶的影响。

结果

共纳入 503 名调查参与者,仅有 20%报告有任何冒险驾驶行为。竞争态度对待驾驶量表得分较高、对街头赛车的态度更为积极、以及更频繁地报告玩“驾驶”视频游戏,与自我报告的冒险驾驶量表的更高几率相关。然而,驾驶员冒险寻求量表和“电路”视频游戏未能预测自我报告的冒险驾驶。

结论

自我感知为危险驾驶员、对危险驾驶的积极态度以及“驾驶”(奖励玩家频繁的交通和其他违规行为)街头赛车游戏,但不是“电路”赛车游戏,与冒险驾驶的增加相关。这些发现与实验研究一致,实验研究表明,奖励驾驶违规行为的游戏增加了风险承担,这表明风险承担可能是由所玩的街头赛车游戏类型决定的,影响自我感知为危险驾驶员。

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