Brett Sherrick
Biographic Data
| ID | 157929 |
|---|---|
| NAME | Brett Sherrick |
| GIVEN NAMES | Brett |
| FAMILY NAME | Sherrick |
| SIGNATURE | SHERRICK B |
| AFFILIATIONS | Purdue University |
| ORCID | 0000-0003-4465-077X |
| VERIFIED | Yes |
| TOTAL WORKS | 9 |
| TOTAL CITATIONS | 16 |
| AUTHOR COUNT | 9 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 2 |
How Voice Chat, Cooperativeness, and Competitiveness Impact Prosocial and Antisocial Norms in Multiplayer Online Video Games
Antisocial behavior like harassment, aggression, and cyberbullying is not uncommon in online communities, including in online video games. But games are supposed to be fun, and research suggests games can also generate prosocial experiences. This online experiment examines the normativity of negative and positive experiences for online game players, including by considering descriptive (common) and injunctive (accepted) norms. Findings show playe…
When Melody and Graphics Converge
This article investigates how background music congruency (congruent music/incongruent music/no music) affects players’ gaming experiences using the framework of the Congruence-Association Model. Study 1 (N = 105) showed that compared to having no music or incongruent background music, having background music that is perceived to be congruent with the game content during gameplay resulted in higher levels of identification with the game character…
How nature- and humanity-based awe experiences in video games can differentially lead to hedonic and eudaimonic outcomes
How Parasocial Phenomena Contribute to Sense of Community on Twitch
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 parasocial interactions and/or relationships with Twitch livestreamers experience a variety of positive effects. A survey of Twitch viewers shows that feelings of PSI and PSR are positively associated with a beneficial sense of community. A second, experimental study sug…
Using narrative media to satisfy intrinsic needs
Taking advantage of the divergent strategies for instruction at different universities during the COVID-19 pandemic, this study presents a quasi-experiment comparing narrative media use by students at an online-only university (lower social interaction) with those at an in-person university (higher social interaction). To do so, we rely on perspectives from research on parasocial relationships, retrospective imaginative involvement, and self-dete…
The roles of congruity, narrative, and identification in sustainability messaging
This study investigates how advertising-based sustainability messaging is influenced by message-source congruity, narrative engagement, and identification. Using two experimental designs, the results show that sustainability messaging improves evaluations of sources that are congruent with sustainability messaging, when compared to sources that are not. Featuring groups of people – rather than an individual – in these messages may work to further…
A Recipe for Success
Cooperative game play has been associated with a growing list of prosocial benefits. However, less research has examined its constituent parts to determine their contribution to subsequent positive outcomes. The current study examined partners’ communication as a common and even imperative aspect of cooperative play that may largely account for its positive effects on cooperative behaviors and effective teamwork. Partners played a cooperative gam…
The effect of explicit online comment moderation on three spiral of silence outcomes
This study investigates the effect of news sites’ explicit online comment moderation policies on spiral of silence (SOS) outcome variables. It advances the methodological understanding of SOS research by comparing the traditional willingness-to-share variable to more direct measures of attitudes. The results of two studies show that a one-sided editorial and comments generally silenced the opposition, particularly when participants were asked to …
Video games as meaningful entertainment experiences
We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N = 512) were randomly assigned to 1 of 2 groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyme…
Video games as meaningful entertainment experiences
We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N = 512) were randomly assigned to 1 of 2 groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyme…
The effect of explicit online comment moderation on three spiral of silence outcomes
This study investigates the effect of news sites’ explicit online comment moderation policies on spiral of silence (SOS) outcome variables. It advances the methodological understanding of SOS research by comparing the traditional willingness-to-share variable to more direct measures of attitudes. The results of two studies show that a one-sided editorial and comments generally silenced the opposition, particularly when participants were asked to …
Video games as meaningful entertainment experiences
We conducted an experiment to examine individuals’ perceptions of enjoyable and meaningful video games and the game characteristics and dimensions of need satisfaction associated with enjoyment and appreciation. Participants (N = 512) were randomly assigned to 1 of 2 groups that asked them to recall a game that they found either particularly fun or particularly meaningful, and to then rate their perceptions of the game that they recalled. Enjoyme…
The effect of explicit online comment moderation on three spiral of silence outcomes
This study investigates the effect of news sites’ explicit online comment moderation policies on spiral of silence (SOS) outcome variables. It advances the methodological understanding of SOS research by comparing the traditional willingness-to-share variable to more direct measures of attitudes. The results of two studies show that a one-sided editorial and comments generally silenced the opposition, particularly when participants were asked to …
A Recipe for Success
Cooperative game play has been associated with a growing list of prosocial benefits. However, less research has examined its constituent parts to determine their contribution to subsequent positive outcomes. The current study examined partners’ communication as a common and even imperative aspect of cooperative play that may largely account for its positive effects on cooperative behaviors and effective teamwork. Partners played a cooperative gam…
Using narrative media to satisfy intrinsic needs
Taking advantage of the divergent strategies for instruction at different universities during the COVID-19 pandemic, this study presents a quasi-experiment comparing narrative media use by students at an online-only university (lower social interaction) with those at an in-person university (higher social interaction). To do so, we rely on perspectives from research on parasocial relationships, retrospective imaginative involvement, and self-dete…
The roles of congruity, narrative, and identification in sustainability messaging
This study investigates how advertising-based sustainability messaging is influenced by message-source congruity, narrative engagement, and identification. Using two experimental designs, the results show that sustainability messaging improves evaluations of sources that are congruent with sustainability messaging, when compared to sources that are not. Featuring groups of people – rather than an individual – in these messages may work to further…
How Parasocial Phenomena Contribute to Sense of Community on Twitch
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 parasocial interactions and/or relationships with Twitch livestreamers experience a variety of positive effects. A survey of Twitch viewers shows that feelings of PSI and PSR are positively associated with a beneficial sense of community. A second, experimental study sug…
How nature- and humanity-based awe experiences in video games can differentially lead to hedonic and eudaimonic outcomes
When Melody and Graphics Converge
This article investigates how background music congruency (congruent music/incongruent music/no music) affects players’ gaming experiences using the framework of the Congruence-Association Model. Study 1 (N = 105) showed that compared to having no music or incongruent background music, having background music that is perceived to be congruent with the game content during gameplay resulted in higher levels of identification with the game character…
How Voice Chat, Cooperativeness, and Competitiveness Impact Prosocial and Antisocial Norms in Multiplayer Online Video Games
Antisocial behavior like harassment, aggression, and cyberbullying is not uncommon in online communities, including in online video games. But games are supposed to be fun, and research suggests games can also generate prosocial experiences. This online experiment examines the normativity of negative and positive experiences for online game players, including by considering descriptive (common) and injunctive (accepted) norms. Findings show playe…
Psychology (8 works) · Media Influence and Health (7 works) · Social Psychology (6 works) · Computer Science (5 works) · Digital Games and Media (3 works) · Impact of Technology on Adolescents (3 works) · Multimedia (3 works) · Video game (3 works) · Advertising (2 works) · Art (2 works)