Media priming theory says that what we see or interact with in media can briefly bring certain ideas or behaviors to the front of our minds. Those thoughts stay more accessible for a short time and can shape how we react right after. So if someone plays a game that rewards hitting or fighting, that aggressive mindset might still be active when they do something else soon after.
In this study, that idea connects to the different activities students did before recess. Kids who played the violent math game might have had aggressive thoughts or actions “primed” by the punching part of the game. The nonviolent math game and the art project don’t include anything aggressive, so those students shouldn’t have the same mindset going into recess.
Students who played the violent game (“Exponent Fighter”) will spend more time being aggressive during recess than students who played the nonviolent game (“Exponent Builder”) or did the art project.
The independent variable is the type of activity each student did before recess; violent game, nonviolent game, or art project. That’s a categorical variable with three groups.
The dependent variable is the total number of minutes each student spent being aggressive during recess, which is a continuous variable measured in minutes.
I used a one-way ANOVA to see if the average amount of aggressive behavior was different across the three groups. If the normality check didn’t hold up, I also ran a Kruskal-Wallis test, which doesn’t rely on normal distribution assumptions.
The data showed clear differences between the groups. The students who did the art project were the least aggressive, the ones who played the nonviolent game were just a bit higher, and the violent game group spent the most time acting aggressively, a lot more, actually.
Both the ANOVA and Kruskal-Wallis tests confirmed that those differences weren’t random. All the follow-up tests agreed that each group was significantly different from the others.
So overall, the results supported the hypothesis and lined up with what priming theory would predict. The kids who played the violent game showed more aggressive behavior afterward, while the others stayed relatively calm. It’s a good example of how even short exposure to certain kinds of content can have a quick impact on how people act.
| Descriptive Statistics by Group | |||||
| IV | count | mean | sd | min | max |
|---|---|---|---|---|---|
| Art project | 45 | 4.96 | 1.04 | 2.3 | 7.3 |
| Nonviolent game | 45 | 5.86 | 1.06 | 3.6 | 8.4 |
| Violent game | 45 | 10.75 | 1.00 | 8.5 | 12.8 |
| Shapiro-Wilk Normality Test by Group | ||
| IV | W_statistic | p_value |
|---|---|---|
| Art project | 0.99 | 0.923 |
| Nonviolent game | 0.98 | 0.594 |
| Violent game | 0.98 | 0.699 |
| Note. If any p-value figures are 0.05 or less, if one or more group distributions appear non-normal, and any group sizes are less than 40, consider using the Kruskal-Wallis and Post-hoc Dunn’s Test results instead of the ANOVA and Tukey HSD Post-hoc results. | ||
| ANOVA Test Results | |||
| Statistic | df | df_resid | p_value |
|---|---|---|---|
| 420.86 | 2 | 87.94717 | < .001 |