Activation of existing thoughts and feelings (schemata)
Repeated experience of aggressive media can provide a script about how violent situations may play out
Huesmann (1998) argues that this script is stored in memory so we become primed to become aggressive
This is an automatic process
becuase a script can direct our behaviour without us being aware
The script is triggered when we encounter cues in a situation we perceive as aggresive
Fischer and Greitemeyer (2006)
male participants heard songs featuring aggressively derogatory lyrics about women
Compared with when they listen to neutral lyrics, participants later recalled more negative qualities about women and behaved more aggressively towards a female confederate
Similar results with female participants and men hating lyrics
Real-world application- A03
Real-world violent situations depend on interpretation of environmental cues, which depends on cognitive scripts stored in memory.
Bushman and Anderson (2002)
claim someone who watches violent media store aggresive scripts more readily, so they interpret cues as aggressive
Suggests that interventions could potentially reduce aggressive behavioyr by challenging hostile cognitive biases
Confounding variables- A03
Violemt video games tend to be more complex in gameplay than non-violent games
so complexity is a confounding variable
complexity rather than violence may have a priming effect
Zendle et al. (2018)
found that when complexity was controlled, the priming effects of violent video games disappeared
So, supportive findings of studies into priming may be partly due to confounding variables