Study Stopped
Lack of funding.
Aggressive Driving and Road Rage: A Driving Simulation Experiment.
Driving Simulation Experiments of Aggressive Driving and Road Rage
1 other identifier
interventional
85
1 country
1
Brief Summary
Driving a car is the most dangerous behavior most people engage in every day. According to the World Health Organization, about 1.25 million people die each year as a result of road traffic crashes, and they are the leading cause of death among 15 to 29 year olds. According to the National Highway Traffic Safety Administration, 37,461 Americans were killed in motor vehicle crashes in 2016 - about 103 per day. Although there are several causes of traffic crashes (e.g., texting, alcohol consumption, inclement weather), the leading cause is aggressive driving. In the United States, aggressive driving accounts for more than half of all traffic fatalities. Thus, aggressive driving is an important applied health topic, especially for young drivers.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P50-P75 for not_applicable
Started Oct 2015
Longer than P75 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
October 20, 2015
CompletedFirst Submitted
Initial submission to the registry
January 23, 2018
CompletedFirst Posted
Study publicly available on registry
February 13, 2018
CompletedPrimary Completion
Last participant's last visit for primary outcome
December 1, 2025
CompletedStudy Completion
Last participant's last visit for all outcomes
December 1, 2025
CompletedDecember 19, 2025
December 1, 2025
10.1 years
January 23, 2018
December 12, 2025
Conditions
Keywords
Outcome Measures
Primary Outcomes (2)
Aggressive driving behavior
The two primary measures of aggressive driving will be tailgating and speeding. Tailgating measures are based on the number of seconds between the participant's car and the car in front of them: (1) 4-second rule (recommended for speeds above 30 MPH, in heavy traffic, or when there are many obstacles, as in the present driving scenario), (2) 3-second rule (dangerous), and (3) 2-second rule (extremely dangerous). Average speed is a poor measure of speeding because it depends heavily on random influences. Instead, a relatively high-speed cutoff (e.g., 50 MPH) will be used before averaging because it removes the variability due to traffic. Other measures of aggressive driving include off-road driving (e.g., crossing the double solid yellow lines into oncoming traffic, driving on the shoulder), horn honking, verbal aggression, and aggressive gestures (e.g., giving another driver the middle finger). Measures of aggressive driving will be combined to reduce Type I errors.
Observed in driving scenario during the experimental session
Road rage
The four primary measures of road rage will be colliding into other vehicles, motorcyclists, bicyclists, and pedestrians. Acts of road rage are expected to occur far less frequently than acts of aggressive driving. Acts of road rage will be combined to reduce Type I errors.
Observed in driving scenario during the experimental session, up to one hour.
Secondary Outcomes (2)
State anger
Immediately after completing driving scenario, during the experimental session, up to one hour.
Hostile attributions
Immediately after completing driving scenario, during the experimental session, up to one hour.
Other Outcomes (3)
Trait anger
Completed after consent is signed, before the driving simulation experiment begins.
Narcissism
Completed after consent is signed, before the driving simulation experiment begins.
Empathy
Completed after consent is signed, before the driving simulation experiment begins.
Study Arms (7)
Experiment 1
EXPERIMENTALThe purpose of Experiment 1 is to develop a standardized measure of aggressive driving for driver simulation experiments. After giving their consent, participants (N=200) will complete several personal variables (i.e., gender, age, driving experience, driving frequency, trait anger, self-reported aggressive and prosocial driving). Next, participants will watch several short videos of aggressive driving (e.g., speeding, tailgating, driving on shoulder), and road rage (e.g., hitting another vehicle or pedestrian). Participants will indicate whether the driver's behavior was aggressive (yes, no), and will rate how aggressive it was on an 11-point scale (0=not at all aggressive to 10=extremely aggressive). A debriefing will follow.
Experiment 2
EXPERIMENTALExperiment 2 tests whether participants actually drive more aggressively after a playing a violent or nonviolent racing video game. After giving their consent, participants (N=60, n=30 each group) will complete the same personal variables as in Experiment 1, and will report the video games they play. Next, participants will be randomly assigned to play one of two types of video games for 20 minutes: (1) violent racing video game, (2) nonviolent racing game, or (3) a neutral game. After participants complete the driving scenario, participants will complete measures of state and hostile appraisals. A debriefing will follow.
Experiment 3
EXPERIMENTALExperiment 3 tests the effects of racial bumper stickers on black and white participants. After giving their consent, participants (N=120; n=60 black, n=60 white) will complete the personal variables (see Experiment 1), the race IAT, and report their political party. Some cars in the driving scenario will contain bumper stickers. Experiment 3 contains four conditions: (1) white participants / "All Lives Matter" stickers, (2) black participants / "All Lives Matter" stickers, (3) white participants / "Black Lives Matter" stickers, (4) black participants / "Black Lives Matter" stickers. After participants complete the driving scenario, they will complete measures of state and hostile appraisals, and will report their attitudes toward the #BLM and #ALM movements. A debriefing will follow.
Experiment 4
EXPERIMENTALExperiment 4 tests the effects of political bumper stickers on aggressive driving in Republicans versus Democrats. After giving their consent, participants (N=120; n=60 Republicans, n=60 Democrats) will complete the personal variables (see Experiment 1). Some cars in the driving scenario will contain bumper stickers. Experiment 4 has four conditions: (1) Republicans / "Donald Trump for President 2016" stickers, (2) Republicans / "Hillary Clinton for President 2016" stickers, (3) Democrats / "Donald Trump for President 2016" stickers, (4) Democrats / "Hillary Clinton for President 2016" stickers. After participants complete the driving scenario, they will complete measures of state and hostile appraisals, and will report their attitudes toward Trump and Clinton. A debriefing will follow.
Experiment 5
EXPERIMENTALExperiment 5 tests whether alcohol-related cues can increase aggressive driving. After giving their consent, participants (N=40) will complete the personal variables (see Experiment 1). Next, participants will be randomly assigned to one of two conditions: (1) 12-pack of beer on passenger seat, or (2) 12-pack of sparkling water on passenger seat. Participants will be told that the object on the seat is part of a different experiment that the other experimenter forgot to clean up, which they should ignore it. After participants complete the driving scenario, they will complete measures of state and hostile appraisals, and will be debriefed.
Experiment 6
EXPERIMENTALExperiment 6 will test the effects of music with aggressive versus prosocial lyrics on aggressive driving. The tempo of the music will also be manipulated because it might influence arousal levels. After giving their consent, participants (N=150, n=30 per group) will complete the personal variables (see Experiment 1). Music will be played over the car's sound system. Participants will be randomly assigned to one of five conditions: (1) violent lyrics / upbeat tempo, (2) violent lyrics / calm tempo, (3) prosocial lyrics / upbeat tempo, (4) prosocial lyrics / calm tempo, or (5) no music control. After participants complete the driving scenario, they will complete measures of state and hostile appraisals, and will be debriefed.
Experiment 7
EXPERIMENTALExperiment 7 tests whether roadside vegetation can reduce aggression in frustrated drivers. After giving their consent, participants (N=90, n=30 per group) will complete the personality variables (see Experiment 1). Next, they will complete the Enjoyment of Nature Scale (Cheng \& Moore, 2012), which contains 7 items (e.g., "I like to see wild flowers in nature" and "Being in the natural environment makes me feel peaceful"; 1=strongly disagree to 5= strongly disagree; Cronbach =.87). Next, participants will be randomly assigned to one of three driving scenarios: (1) roadside vegetation, (2) trash, or (3) control (no roadside vegetation / no trash). After participants complete the driving scenario, they will complete measures of state and hostile appraisals, and will be debriefed.
Interventions
Lyrics and tempo of music will be manipulated to increase or decrease aggressive driving.
The roadside will contain trash to increase aggressive driving, or vegetation to decrease aggressive driving. There is also a control group.
Participants will play a racing or neutral video game before driving in the simulator.
Bumper stickers hypothesized to increase or decrease aggressive driving.
Case of beer or water on passenger seat.
Eligibility Criteria
You may qualify if:
- Participants will be adults recruited from Central Ohio (Franklin County) through advertisements (e.g., newspaper, Internet).
- Participants' ages will vary depending on the experiment. 18 and older for Experiment 1; 18-21 for Experiments 2-4 and 6-7; 21+ for Experiment 5
- All participants must have a current driver license.
You may not qualify if:
- Participants who have motion sickness will be excluded.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
The Ohio State University Driving Simulation Laboratory
Columbus, Ohio, 43212, United States
Related Publications (4)
Bushman, B. J., Kerwin, T., Whitlock, T., & Weisenberger, J. M. (2017). The weapons effect on wheels: Motorists drive more aggressively when there is a gun in the vehicle. Journal of Experimental Social Psychology, 73, 82-85. doi:10.1016/j.jesp.2017.06.007
BACKGROUNDCheng, J. C., & Monroe, M. C. (2012). Connection to nature: Children's affective attitude toward nature. Environment and Behavior, 44(1), 31-49. doi:10.1177/0013916510385082
BACKGROUNDSpielberger, C. D. (1988). State-trait anger expression inventory: STAXI professional manual. Odessa, FL: Psychological Assessment Resources.
BACKGROUNDWickens CM, Wiesenthal DL, Flora DB, Flett GL. Understanding driver anger and aggression: attributional theory in the driving environment. J Exp Psychol Appl. 2011 Dec;17(4):354-70. doi: 10.1037/a0025815. Epub 2011 Oct 10.
PMID: 21988326BACKGROUND
MeSH Terms
Conditions
Interventions
Condition Hierarchy (Ancestors)
Intervention Hierarchy (Ancestors)
Study Officials
- STUDY DIRECTOR
Brad Bushman, PhD
Ohio State University
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- NONE
- Purpose
- BASIC SCIENCE
- Intervention Model
- FACTORIAL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Director of Operations OSU Driving Simulation Lab
Study Record Dates
First Submitted
January 23, 2018
First Posted
February 13, 2018
Study Start
October 20, 2015
Primary Completion
December 1, 2025
Study Completion
December 1, 2025
Last Updated
December 19, 2025
Record last verified: 2025-12
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- ANALYTIC CODE
- Time Frame
- After an experiment is accepted for publication, the data will be uploaded with no time limit.
- Access Criteria
- The data will be posted on an open access webpage - figshare
Data set and syntax will be posted to figshare.com