Christopher N. Burrows

Christopher N. Burrows
Texas A&M University | TAMU · Department of Communication

PhD

About

16
Publications
8,211
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103
Citations

Publications

Publications (16)
Conference Paper
Full-text available
We present a system design for applying functional models of improvisational music to the generation of game soundtracks that react to game events. We provide a proof-of-concept implementation using Unity/C# and Haskell to create an interactive scene where the music changes as the user interacts with creatures in the environment.
Conference Paper
Full-text available
While communication between humans and machines has become commonplace for a variety of tasks, such communication in the domain of music creation is currently difficult. One reason for this difficulty lies in the lack of research on the type of language used when people talk about musical changes and operations. Learning how humans communicate abou...
Article
Full-text available
Research suggests that media images depicting aggression against sexually objectified women may promote hostile sexism in men. We empirically tested if such effects might occur when men commit simulated acts of aggression against sexualized female opponents in video games, and if such effects might be heightened by psychological immersion (i.e,. th...
Article
Full-text available
This study examined whether persuasive health messages embedded in shooter games have broad or targeted effects on players’ willingness to engage in risk behaviors (N = 145). Participants presented with in-game health messages discouraging alcohol-impaired driving of motor vehicles showed reduced willingness to drink alcohol and to operate both mot...
Article
Full-text available
Objective: Prior research has demonstrated that psychological immersion (or "transportation") into virtual gaming worlds can heighten influence from health-promotion messages embedded in the backgrounds of gaming scenes. However, research to date has only studied the effectiveness of embedding graphic, fear-based messages in the background of viol...
Article
Full-text available
Objective: This project considered how inattention to left-out variable error and measurement correspondence in the assessment of explicit measures can result in upwardly biased estimates of the predictive utility of implicit measures designed to predict health behaviors. Method: A pilot study (n = 96) used a cross-sectional design to predict beer...
Article
Full-text available
With the general public spending increasing amounts of time in virtual gaming worlds, it is relevant to explore social influence dynamics that can occur in virtual-reality settings. Three studies tested the hypothesis that transportation into a virtual game heightens susceptibility to influence from in-game health communications. Study 1 participan...
Article
Immersion in a video game environment provides a promising social marketing framework to communicate health relevant information. The highly immersive nature of recreational games can be used to enhance the effectiveness of health information embedded in the game itself via a model of persuasion I term Psychological Immersion. This approach was ins...
Conference Paper
Full-text available
Despite evidence linking violent videogames with aggression and content analyses demonstrating the proliferation of sexualized female characters, few researchers have explored the effects of exposure to sexualized representations of women in violent videogames. Study 1 participants (N=146) targeted women, men, or sexualized women in a first-person-...
Article
Full-text available
Psychometricians strive to eliminate random error from their psychological inventories. When random error affecting tests is diminished, tests more accurately characterize people on the psychological dimension of interest. We document an unusual property of the scoring algorithm for a measure used to assess a wide range of psychological states. The...
Article
Full-text available
Evaluating others is a fundamental feature of human social interaction-we like those who help more than those who hinder. In the present research, we examined social evaluation of those who not only intentionally performed good and bad actions but also those to whom good things have happened (the lucky) and those to whom bad things have happened (t...
Article
Attributes of words can be known even when the words are not currently retrievable. Although repeatedly demonstrated for semantic and contextual dimensions, the evidence is ambiguous for structural characteristics. The present research demonstrates significant above-chance first-letter knowledge across four ordinal levels of retrieval confidence fo...
Article
Overconfident judgments are common. We are often more confident about things than we should be, and this may lead us to make maladaptive decisions. Debiasing confidence by cuing people in to how confident they should be could help people make better choices. However, people may be unwilling to accept debiasing information if doing so implies their...

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Projects

Projects (2)
Project
In building fire evacuations that happen over and over again, occupants are affected by psychological features and may not behave properly to select a safe route for survival. The central issue we intend to address is thus how to guide occupants safely to exits or safe havens considering key psychological features (i.e., familiarity, following a large crowd (herding), response to guidance, social bonds, and anxiety). Major goals of this project are 1) to design and conduct virtual reality experiments with human participants to examine effects of those psychological features; 2) to explore new dimensions of modeling that capture key features of crowd evacuation and to develop corresponding solution methodologies for effective guidance optimization.