| Literature DB >> 33044999 |
Ewelina Stollberg1, Klaus W Lange1.
Abstract
In the present study, we attempted to investigate whether it is the game experience that underlies processes leading to increased risk-taking while playing video racing games (VRGs). The aim of the study was to examine the indirect effect of playing VRGs on risky driving behaviour through various dimensions of the game experience. Thus, we examined the subjective experience of participants playing various VRGs and questioned whether this influenced subsequent driving behaviour. The results of the present study show that aspects of the playing experience, in particular "flow" and "competence", appear to be important in the regulation of risk appetite. It can be assumed that, rather than the mere playing of VRGs, the type of game experience during play is determinant for subsequent risk propensity while driving.Entities:
Mesh:
Year: 2020 PMID: 33044999 PMCID: PMC7549794 DOI: 10.1371/journal.pone.0240367
Source DB: PubMed Journal: PLoS One ISSN: 1932-6203 Impact factor: 3.240
Fig 1Conceptual diagram presenting multiple mediator effects of dimensions of the game experience while playing VRGs on risky driving behaviour.
Descriptive statistics of the study variables.
| N | M | SE | SD | Cronbach’s Alpha | |
|---|---|---|---|---|---|
| 120 | 7.84 | 0.142 | 1.551 | - | |
| 116 | 4.41 | .160 | 1.725 | .835 | |
| 113 | 5.99 | .207 | 2.202 | .900 | |
| 117 | 6.85 | .172 | 1.861 | .864 | |
| 119 | 4.94 | .205 | 2.238 | .916 | |
| 118 | 3.75 | .173 | 1.878 | .847 | |
| 116 | 6.15 | .148 | 1.591 | .694 | |
| 115 | 4.50 | .171 | 1.838 | .834 |
N: participant score; M: mean; SE: standard error of the mean; SD: standard deviation.
Correlation among study variables.
| - | |||||||||
| r = .265 | - | ||||||||
| r = .078 | r = .581 | - | |||||||
| r = .309 | r = .633 | r = .423 | - | ||||||
| r = .281 | r = .415 | r = .202 | r = .539 | - | |||||
| r = -.146 | r = -.432 | r = -.470 | r = -.566 | r = -.292 | - | ||||
| r = .129 | r = .562 | r = .656 | r = .228 | r = -.057 | r = -.269 | - | |||
| r = .089 | r = .296 | r = .576 | r = -.070 | r = -.195 | r = .073 | r = .636 | - |
n-value: the number of persons; r-value: the Spearman’s rank correlation coefficients;
*p ˂ .05;
**p ˂ .01.
Direct paths from video-racing games to mediators and direct effect of mediators on risky driving behaviour, examined with the WRBTV.
| Mediators (M) GEQ | Effects of X upon M (a) | Effects of M upon Y (b) | ||||||
|---|---|---|---|---|---|---|---|---|
| .710 | .344 | 2.063 | -.054 | .149 | -.363 | .717 | ||
| 1.184 | .425 | 2.787 | -.276 | .115 | -2.396 | |||
| 1.402 | .344 | 4.078 | .080 | .131 | .610 | .543 | ||
| 2.073 | .388 | 5.338 | .253 | .096 | 2.649 | |||
| -1.302 | .359 | -3.626 | -.137 | .116 | -1.184 | .239 | ||
| .153 | .320 | .477 | .635 | .194 | .159 | 1.223 | .225 | |
| -.264 | .369 | -.715 | .476 | .237 | .130 | 1.829 | .071 | |
Video-racing games = X; the risk-glorifying racing video games—drive’em up games: experimental group (X = 1); rule-compliant racing video games—racing games: control group (X = 0); risky driving behaviour (WRBTV) = Y; various dimensions of the game experience (GEQ) = M.
Point estimates, standard errors (SE) and 95% confidence intervals for indirect effects of playing video-racing games on risky driving behaviour through various dimensions of the game experience (GEQ).
| GEQ | Point estimate | Boot SE | Bootstrap 95% CI | |
|---|---|---|---|---|
| .417 | .252 | -.025 | .955 | |
| -.039 | .122 | -.381 | .154 | |
| -.326 | .210 | |||
| .112 | .197 | -.244 | .550 | |
| .524 | .299 | |||
| .179 | .183 | -.107 | .672 | |
| .030 | .075 | -.077 | .262 | |
| -.063 | .106 | -.410 | .074 | |
GEQ: various dimensions of the game experience;
*CI for a × b did not contain zero.