An evaluation of the Road Ready Teens video game : final report

Author(s)
Bingham, C.R. & Shope, J.T.
Year
Abstract

This study evaluated the effectiveness of the Road Ready Teens video game "Streetwise", in (1) raising teen awareness of key driving risks, (2) strengthening positive attitudes toward driving safety guidelines, and (3) emphasizing that the experience they get through practice-driving helps them become safe drivers. Twenty-four teens who were either within three months of beginning, or were currently taking but had not completed driver education, were evaluated before and after 50 minutes of playing Streetwise, and then participated in a focus group lasting one hour. Pre- and post-game comparisons indicated that playing Streetwise significantly increased perceptions of personal driving risk; however, intentions to avoid risky driving behaviors, attitudes toward driving guidelines, and acceptance of driving guidelines did not change significantly from pre- to post-test. Girls were more likely than boys to report increased awareness of driving risks, greater acceptance of driving guidelines, and clearer perceptions of personal driving risk. Prior driving experience, video game playing experience, risk-taking propensity, driving risk-taking, and living locale (i.e. rural vs. in-town) also related to game outcomes. Teens in the focus groups said the video game gave too little opportunity to make driving decisions and not enough vehicle control to practices safe driving. They recommended leaving more decisions up to the driver, such as choosing to use safety belts and turn signals; checking blind spots; choosing their own routes or following directions instead of following turn arrows; and controlling vehicle speed to follow posted speed limits. They also suggested adding life-like driving situations, such as realistic obstacles; oncoming traffic; opposing traffic at intersections; and executing left turns at intersections and navigating four-way stops with on-coming traffic. The teens also wanted realistic feedback about the consequences of their mistakes and choices, such as degree of injury, repair cost, damage from hitting obstacles, and consequences of their decisions about safety belt and turn signal use. They felt this type of information would help them learn safe driving skills and the benefits of safe driving habits. Overall, the teens enjoyed playing the video game and felt it was a good teaching tool for people their age. (Author/publisher)

Publication

Library number
C 33283 [electronic version only]
Source

Ann Arbor, MI, The University of Michigan, Transportation Research Institute UMTRI, 2003, VIII + 53 p., 14 ref.; UMTRI Technical Report ; UMTRI-2003-28

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