Sercan Şengün
TitleCited byYear
Generating cultural personas from social data: a perspective of middle eastern users
J Salminen, S Sengün, H Kwak, B Jansen, J An, SG Jung, S Vieweg, ...
2017 5th International Conference on Future Internet of Things and Cloud …, 2017
142017
Silent Hill 2 and the Curious Case of Invisible Agency
S Şengün
6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9 …, 2013
82013
From 2,772 segments to five personas: Summarizing a diverse online audience by generating culturally adapted personas
J Salminen, S Şengün, H Kwak, BJ Jansen, J An, SG Jung, S Vieweg, ...
First Monday 23 (6), 2018
72018
Gaining reward vs. avoiding loss: When does gamification stop being fun?
S Ozturkcan, S Şengün
Emerging research and trends in gamification, 48-71, 2016
72016
Culturally-Grounded Analysis of Everyday Creativity in Social Media: A Case Study in Qatari Context
DF Harrell, S Vieweg, H Kwak, CU Lim, S Sengun, A Jahanian, P Ortiz
ACM Creativity and Cognition, June 27-30, 2017, Singapore, 2017
52017
Six Degrees of Video Game Narrative: A Classification for Narrative in Video Games
S Şengün
Istanbul Bilgi University, 2013
52013
Pleasure in Pain: How Accumulation in Gaming Systems Can Lead to Grief
S Ozturkcan, S Sengun
Gamer Psychology and Behavior, 41-55, 2016
4*2016
Why do i fall for the elf, when i am no orc myself? The implications of virtual avatars in digital communication
S Sengün
Comunicação e Sociedade 27, 181-193, 2015
4*2015
Dijital avatarlar için semiyotik bir okuma ve avatarların dijital iletişimde belirsizlik azaltma rolleri
S Şengün
◄ Digital Communication Impact, 34, 2014
42014
Design Issues in Automatically Generated Persona Profiles: A Qualitative Analysis from 38 Think-Aloud Transcripts
J Salminen, S Sengün, S Jung, BJ Jansen
CHIIR '19 2019 Conference on Human Information Interaction and Retrieval …, 2019
32019
Sanal hikaye anlatıcılığı çağında yaşayan bilimkurgu ve fantastik dünyalar olarak video oyunları
S Şengün
Edebiyatın İzinde: Fantastik ve Bilimkurgu, 211-220, 2015
2*2015
A semiotic reading of digital avatars and their role of uncertainty reduction in digital communication
S Şengün
Journal of Media Critiques 1 (Special), 149-162, 2014
22014
Cybertexts, Hypertexts and Interactive Fiction: Why Shan’t the Prodigal Children Overthrow Their Forefathers
S Şengün
Innovations, Difference, Irregularity, LIT FICTION’13 Conference Proceedings …, 2013
22013
‘Bize Kuşdili Öğretildi
M Gülsoy, S Şengün
Bu An’ı Daha Önce Yaşamıştım, 2008
22008
Analyzing Hate Speech Toward Players from the MENA in League of Legends
S Sengün, J Salminen, S Jung, P Mawhorter, BJ Jansen
Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing …, 2019
12019
Africa and the avatar dream: Mapping the impacts of videogame representations of Africa
DF Harrell, S Şengün, D Olson
The Digital Black Atlantic. University of Minnesota Press, Minneapolis, 2019
12019
A Survey of Marketing Management for the Video Games Industry in Turkey
S Şengün
Marketing Management in Turkey, 353-387, 2018
12018
Narra Ludens: explaining video game narrative engagement through player types and motivations
S Şengün
İstanbul Bilgi Üniversitesi, 2016
12016
Exploring the Relationship Between Game Content and Culture-based Toxicity: A Case Study of League of Legends and MENA Players
S Sengün, J Salminen, P Mawhorter, S Jung, B Jansen
Proceedings of the 30th ACM Conference on Hypertext and Social Media, 87-95, 2019
2019
How Turkish Literature Permeated to Hypertext and E-Publishing: The Intertwined Cases of altZine and altKitap
S Şengün, Ş Tüfekçi
Yeni Medya Çalışmaları V: Türkiye İnternet Tarihi, 448-488, 2019
2019
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Articles 1–20