Brett Sherrick

ORCID: 0000-0003-4465-077X
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About
Contact & Profiles
Research Areas
  • Media Influence and Health
  • Impact of Technology on Adolescents
  • Digital Games and Media
  • Digital Marketing and Social Media
  • Media Studies and Communication
  • Public Relations and Crisis Communication
  • Behavioral Health and Interventions
  • Media, Gender, and Advertising
  • Technology Adoption and User Behaviour
  • Flow Experience in Various Fields
  • Social and Intergroup Psychology
  • Education and Learning Interventions
  • Sports, Gender, and Society
  • Social Media and Politics
  • Evolutionary Psychology and Human Behavior
  • Virtual Reality Applications and Impacts
  • Consumer Behavior in Brand Consumption and Identification
  • Augmented Reality Applications
  • Sports Analytics and Performance
  • Film in Education and Therapy
  • Digital Communication and Language
  • Gender, Feminism, and Media
  • Cinema and Media Studies
  • Sport and Mega-Event Impacts
  • Creativity in Education and Neuroscience

Purdue University West Lafayette
2018-2024

University of Alabama
2015-2016

Pennsylvania State University
2012-2014

University of North Carolina Wilmington
2011

We conducted an experiment to examine individuals' perceptions of enjoyable and meaningful video games the game characteristics dimensions need satisfaction associated with enjoyment appreciation.Participants (N ═12) were randomly assigned 1 2 groups that asked them recall a they found either particularly fun or meaningful, then rate their recalled.Enjoyment was high for both groups, though appreciation higher in meaningful-than fun-game condition.Further, most strongly gameplay needs...

10.1037/ppm0000066 article EN Psychology of Popular Media Culture 2015-04-06

Abstract Emerging perspectives in media psychology have begun to focus on enjoyment and appreciation as unique reactions entertaining fare. Past work has found that game elements such gameplay mechanics narrative are significantly associated with both feelings – play more aligned appreciation. The current study looks extend this by establishing associations between of character attachment (CA) entertainment outcomes. Data from an online survey gamers randomly assigned consider enjoyable or...

10.1386/jgvw.8.1.83_1 article EN Journal of Gaming & Virtual Worlds 2016-03-01

Banner ads, video and advergames constitute a large portion of online gaming spending, yet no prior research has incorporated them simultaneously to determine if any separate or joint effects exist, so what extent. Therefore, two experiments were conducted test the ad types on brand recall attitude within different but very common game settings (advergame nonbranded game). Study 1 found that preroll ads outperformed banner quite robustly in game, these dissipated advergame. Building...

10.1080/15252019.2016.1223572 article EN Journal of Interactive Advertising 2016-07-02

Taking advantage of the divergent strategies for instruction at different universities during COVID-19 pandemic, this study presents a quasi-experiment comparing narrative media use by students an online-only university (lower social interaction) with those in-person (higher interaction). To do so, we rely on perspectives from research parasocial relationships, retrospective imaginative involvement, and self-determination theory. Students lower interaction were expected to more heavily...

10.1037/ppm0000358 article EN Psychology of Popular Media 2021-09-02

This study investigates the effect of news sites’ explicit online comment moderation policies on spiral silence (SOS) outcome variables. It advances methodological understanding SOS research by comparing traditional willingness-to-share variable to more direct measures attitudes. The results two studies show that a one-sided editorial and comments generally silenced opposition, particularly when participants were asked provide their own comment. finding suggests open-ended may best measure...

10.1177/1461444816662477 article EN New Media & Society 2016-08-04

This study examines how the language clarity and visual prominence of disclosures about native advertising impact consumer responses to advertising. Drawing on persuasion knowledge model's (PKM) change meaning principle covert recognition effects (CARE) model, an experiment with 600 U.S. adult internet users shows that (a) use "advertisement" (vs. "brand voice") strengthens perceived sponsorship transparency subsequent evaluations, (b) transforms negative indirect effect positive, (c) this...

10.1080/10496491.2022.2054899 article EN Journal of Promotion Management 2022-03-27

This paper investigates how parasocial phenomena can improve community strength on the livestreaming site Twitch, adding to existing research that has shown viewers who engage in interactions and/or relationships with Twitch livestreamers experience a variety of positive effects. A survey shows feelings PSI and PSR are positively associated beneficial sense community. second, experimental study suggests engender communal by encouraging parasociality their audience. These studies suggest...

10.1080/08838151.2022.2151599 article EN Journal of Broadcasting & Electronic Media 2022-11-29

Purpose In-game advertising continues to increase in importance for both industry and academia. However, game difficulty – an important, real-world factor has received little attention as a specific game-related that might impact the effectiveness of in-game advertisements. This study aims investigate influence on players’ affective response subsequent memory ads, which were presented either gain- or loss-framed messages. Design/methodology/approach Three experiments conducted. Study 1 3...

10.1108/jcm-07-2016-1878 article EN Journal of Consumer Marketing 2018-12-14

Through three studies, this paper examines the success of livestreamers, as a function presentation style (e.g. with or without webcam) triggering parasocial interactions. First, content analysis confirms that successful livestreamers use voice/webcam features, and those features correlate increased viewers followers. Then, an experiment shows who can hear/see livestreamer's report more enjoyment support for livestreamer. Finally, another (i.e. is indicative followers, even when considering...

10.1080/16522354.2024.2324226 article EN Journal of Media Business Studies 2024-02-29

Prior research in the third-person effects domain has shown that people who believe harmful media are more willing to engage preventive or accommodative strategies, such as censorship. This extends supposition by testing a thus-far unstudied strategy: negative evaluations of companies. Results show an overall belief is connected companies potentially responsible for those effects. The perceptual gap not related these companies, suggesting important differences between and influence presumed research.

10.1177/1077699016637108 article EN Journalism & Mass Communication Quarterly 2016-03-17

The psychological states of flow and transportation or narrative engagement are conceptually similar. Both described as immersive, emotional that lead to enjoyment other similar outcomes. Despite similarities between engagement, limited research examines their empirical relationship, while also considering relationship enjoyment. This project evaluated the viability measuring flow, simultaneously, with results suggesting concepts may not be statistically distinct, particularly – they were...

10.1080/15456870.2020.1755289 article EN Atlantic Journal of Communication 2020-04-19

This study examines whether highly ranked recruiting classes significantly impact the number of games won by an NCAA men's basketball team following year. The results suggest that regarded freshman guards increase wins whereas players at other positions do not have a significant impact. Although both experience and incoming talent affect regular season wins, imply trumps in post-season play tournament.

10.1080/13504851.2010.507171 article EN Applied Economics Letters 2011-01-16

This study situates the theory of reasoned action (TRA) as a viable method for studying impact news media on attitudes and behaviors. Specifically, TRA is analyzed using structural equation modeling to determine influence story about potential building an Islamic community center nearby consumers. Results show TRA, in combination with modeling, provides acceptable model examining stories experimental context. The were found significantly perceptions climate opinion, well beliefs how content...

10.1080/15456870.2015.1090276 article EN Atlantic Journal of Communication 2015-10-20

This article investigates how background music congruency (congruent music/incongruent music/no music) affects players' gaming experiences using the framework of Congruence-Association Model. Study 1 (N = 105) showed that compared to having no or incongruent music, is perceived be congruent with game content during gameplay resulted in higher levels identification character and transportation into game, which then translated greater enjoyment. 2 73) extends findings a more interactively...

10.1080/15213269.2024.2441659 article EN Media Psychology 2024-12-16

In this article we describe Hack.VR, an object-oriented programming game in virtual reality. Hack.VR uses a VR language which nodes represent functions and node connections data flow. Using framework, players reprogram objects such as elevators, robots, switches. has been designed to be highly interactable both physically semantically.

10.48550/arxiv.2007.04495 preprint EN cc-by arXiv (Cornell University) 2020-01-01

Abstract Cooperative game play has been associated with a growing list of prosocial benefits. However, less research examined its constituent parts to determine their contribution subsequent positive outcomes. The current study partners’ communication as common and even imperative aspect cooperative that may largely account for effects on behaviors effective teamwork. Partners played (Overcooked 2) alone or partner, in the latter case without ability communicate, before engaging two...

10.1093/hcr/hqab008 article EN Human Communication Research 2021-08-01
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