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Wilde describes the risk level with maximum benefit as the “target level”. Īccording to Wilde, the level of risk people are willing to accept is dependent on both the cost and benefit of the risky behaviour compared to safer choices. The few studies on the effects of risk-glorifying VRGs indicate that these games may increase players’ risk tolerance at the levels of cognition, emotion and arousal both while playing and in real-world driving. Current VRGs are frequently designed in such a way that the player, playing from the driver’s perspective, races at high speeds through cities and landscapes, provoking accidents, and performing foolish overtaking manoeuvres. This type of video game is characterised by aggressive driving, the risks of which are downplayed, and the rewarding of risk-taking. Risk-promoting video racing games (VRGs) are particularly relevant since they are a common pastime among adolescents and young adults today, and there are still relatively few studies on this subject. Research to further elucidate the consequences of consuming risk-glorifying media content is needed.
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However, the overall effect was deemed only minimal to moderate in size. There was also a significant positive correlation between the use of risk-glorifying media and risk-positive cognition, attitudes, emotions, and arousal. The results showed a significant positive correlation between the consumption of risk-glorifying media and the tendency to engage in risk-tolerant behaviours. Dependent variables included risk-taking behaviours (such as tobacco consumption, alcohol consumption, risk-taking while driving, risk-prone sexual behaviours) as well as risk-positive thoughts, emotions, and arousal. The consequences of consumption of various media formats were investigated.
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One of the few, albeit extensive studies is the meta-analysis by Fischer and colleagues, which looked at 88 studies including both correlative and experimental designs. However, the effects of risk-glorifying media content on subsequent engagement in risky behaviours has, as yet, received less attention. To date, a considerable amount of research has been undertaken investigating the links between media consumption, including that of video games, and elevated levels of violence and aggressive behaviours, cognition, emotions, and arousal. More classic games, such as racing games including “Need for Speed”, party games such as “Mario Kart”, and sport games such as “FIFA” compete increasingly with games involving role-playing and strategic elements. The variety of the games on offer is enormous and cannot be limited to one or two genres. The most popular and successful games today are characterised by innovation and continuous development in terms of the playing experience. The complexity of the games and their impact on motivation, feelings, and social interaction are often underestimated. A common problem in this field of research is the creation of dichotomous categories of “good” and “bad”. This development raises the question of how the consumption of video games affects children’s behaviour and, more especially, the development of the irpersonalities. Nearly one of every five children aged 16 to 18 stated that they spend an average of three hours or more a day using computers, gaming consoles, and smartphones, and over a third of 10-to 18-year-olds stated that they prefer to play alone. On average, these children spend approximately 104 minutes a day playing these games, with boys playing longer than girls. According to a 2014 BITKOM study on media consumption of children and young people in Germany, 93% of children aged 10 to 18 years regularly play computer and video games. The consumption of video games plays a particularly important role among this age group. The term “digital natives” has been coined to refer to a generation that has grown up with computers and the internet. Engagement with the digital world starts at increasingly younger ages. Given the widespread use of devices such as smartphones, laptops, etc., they have become a major factor in the leisure activities of children and adolescents. Digital media have established themselves as an integral part of our society.