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Sercan Şengün

Datos Biográficos

ID118988
NOMBRESercan Şengün
NOMBRESSercan
APELLIDOŞengün
FIRMAŞENGÜN S
AFILIACIONESIstanbul Bilgi University
ORCID0000-0001-6827-0240
VERIFICADOSí
TOTAL DE OBRAS9
TOTAL DE CITAS0
TOTAL COMO AUTOR9
TOTAL COMO EDITOR0
PRIMER AÑO DE PUBLICACIÓN2015
AÑO MÁS RECIENTE DE PUBLICACIÓN2026
ÍNDICE H0
  • How did the pandemic lockdown affect the media’s outlook on gaming? A case study of Türkiye as an emerging market

    Open Access•Sercan Şengün, Sarper Durmuş•ARTICLE•Frontiers in Communication•2026

    In this work, we aim to research whether and how the perceptions of mainstream news media (specifically print-based news outlets) toward videogames, gamers, and gaming industry changed during the Covid-19 pandemic lockdown. During the lockdown, many individuals and families explored different options for home entertainment and distractions, and digital gaming proved to be one of the biggest outlets. Even sources like World Health Organization (WH…

  • Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media

    Open Access•Sercan Şengün, J M Santos et al.•ARTICLE•Games and Culture•2023•Referencias: 8

    We analyze the audience response to the death of narrative-driven fictitious characters with predetermined fates, whether part of a virtual or cinematic story, and specifically from video games and TV series. Our aim is to contribute to the studies of identification and empathy with fictitious characters in media, as well as to close the research gap around these studies by specifically focusing on the death of the characters. We collected 3000 o…

  • How does varying the number of personas affect user perceptions and behavior? Challenging the ‘small personas’ hypothesis

    Open Access•Joni Salminen, Soon-Gyo Jung et al.•ARTICLE•International Journal of…•2022

    Studies in human-computer interaction recommend creating fewer than ten personas, based on stakeholders’ limitations to cognitively process and use personas. However, no existing studies offer empirical support for having fewer rather than more personas. Investigating this matter, thirty-seven participants interacted with five and fifteen personas using an interactive persona system, choosing one persona to design for. Our study results from eye-…

  • Contours of virtual enfreakment in fighting game characters

    Open Access•Sercan Şengün, Peter Mawhorter et al.•ARTICLE•Technological Forecasting and…•2022

    Characters in fighting videogames1 such as Street Fighter V and Tekken7 typically reveal a phenomenon that we define as virtual enfreakment: their bodies, costumes, and fighting styles are exaggerated (1) in a manner that emphasizes perceived exoticism and (2) to enable them to be easily visually and conceptually distinguishable from one another. Here, using both quantitative and qualitative methods, including crowd-sourced surveys and analyses o…

  • Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends

    Open Access•Sercan Şengün, J M Santos et al.•ARTICLE•Technological Forecasting and…•2022

  • The Digital Black Atlantic

    Open Access•Abdul Alkalimat, Sonya Donaldson et al.•BOOK•The Digital Black Atlantic•2021

    This timely collection of essays about the relationship between digital humanities and Black Atlantic studies offers critical insights into race, migration, media, and scholarly knowledge production. It spans the African diasporaâ s rangeâ from Africa to North America, Europe, and the Caribbeanâ while its essayists span academic fieldsâ from history and literary studies to musicology, game studies, and library and information studies

  • From 2,772 segments to five personas

    Open Access•Joni Salminen, Sercan Şengün et al.•ARTICLE•First Monday•2018

    Understanding users in the era of social media is challenging, requiring organizations to adopt novel computation-aided approaches. To exemplify such an approach, we retrieved information on millions of interactions with YouTube video content from a major Middle Eastern media outlet, to automatically generate personas that capture how different audience segments interact with thousands of individual content pieces. Then, we used qualitative data …

  • Why do i fall for the elf, when i am no orc myself? The ımplıcatıons of vırtual avatars ın dıgıtal communıcatıon

    Open Access•Sercan Şengün•ARTICLE•Comunicação e Sociedade•2015

    Various recent research on online avatars debated their authenticity in terms of representing the individuals that manage them. Seemingly users would construct an enhanced or idealized presence of themselves online, yet fail to realize that others also do so when seeking information of other users through their avatars. This phenomenon becomes even more curious inside online video game spaces, since video game avatars are already expected to be u…

  • Por que é que hei de apaixonar-me por um duende, quando também não sou nenhum ogre? As implicações dos avatars virtuais na comunicação digital

    Open Access•Sercan Şengün•ARTICLE•Comunicação e Sociedade•2015

    Diversos estudos recentes sobre avatars online abordam a sua autenticidade em termos da representação das pessoas que os gerem. Supostamente, os utilizadores construirão uma presença melhorada ou idealizada de si mesmos online, sem compreenderem, no entanto, que os outros fazem o mesmo ao procurarem informações de outros utilizadores através dos seus avatars. Este fenómeno torna-se ainda mais curioso no seio dos espaços dos jogos de vídeo online,…

Sin obras prominentes en esta página.

  • Why do i fall for the elf, when i am no orc myself? The ımplıcatıons of vırtual avatars ın dıgıtal communıcatıon

    Open Access•Sercan Şengün•ARTICLE•Comunicação e Sociedade•2015

    Various recent research on online avatars debated their authenticity in terms of representing the individuals that manage them. Seemingly users would construct an enhanced or idealized presence of themselves online, yet fail to realize that others also do so when seeking information of other users through their avatars. This phenomenon becomes even more curious inside online video game spaces, since video game avatars are already expected to be u…

  • Por que é que hei de apaixonar-me por um duende, quando também não sou nenhum ogre? As implicações dos avatars virtuais na comunicação digital

    Open Access•Sercan Şengün•ARTICLE•Comunicação e Sociedade•2015

    Diversos estudos recentes sobre avatars online abordam a sua autenticidade em termos da representação das pessoas que os gerem. Supostamente, os utilizadores construirão uma presença melhorada ou idealizada de si mesmos online, sem compreenderem, no entanto, que os outros fazem o mesmo ao procurarem informações de outros utilizadores através dos seus avatars. Este fenómeno torna-se ainda mais curioso no seio dos espaços dos jogos de vídeo online,…

  • From 2,772 segments to five personas

    Open Access•Joni Salminen, Sercan Şengün et al.•ARTICLE•First Monday•2018

    Understanding users in the era of social media is challenging, requiring organizations to adopt novel computation-aided approaches. To exemplify such an approach, we retrieved information on millions of interactions with YouTube video content from a major Middle Eastern media outlet, to automatically generate personas that capture how different audience segments interact with thousands of individual content pieces. Then, we used qualitative data …

  • The Digital Black Atlantic

    Open Access•Abdul Alkalimat, Sonya Donaldson et al.•BOOK•The Digital Black Atlantic•2021

    This timely collection of essays about the relationship between digital humanities and Black Atlantic studies offers critical insights into race, migration, media, and scholarly knowledge production. It spans the African diasporaâ s rangeâ from Africa to North America, Europe, and the Caribbeanâ while its essayists span academic fieldsâ from history and literary studies to musicology, game studies, and library and information studies

  • How does varying the number of personas affect user perceptions and behavior? Challenging the ‘small personas’ hypothesis

    Open Access•Joni Salminen, Soon-Gyo Jung et al.•ARTICLE•International Journal of…•2022

    Studies in human-computer interaction recommend creating fewer than ten personas, based on stakeholders’ limitations to cognitively process and use personas. However, no existing studies offer empirical support for having fewer rather than more personas. Investigating this matter, thirty-seven participants interacted with five and fifteen personas using an interactive persona system, choosing one persona to design for. Our study results from eye-…

  • Contours of virtual enfreakment in fighting game characters

    Open Access•Sercan Şengün, Peter Mawhorter et al.•ARTICLE•Technological Forecasting and…•2022

    Characters in fighting videogames1 such as Street Fighter V and Tekken7 typically reveal a phenomenon that we define as virtual enfreakment: their bodies, costumes, and fighting styles are exaggerated (1) in a manner that emphasizes perceived exoticism and (2) to enable them to be easily visually and conceptually distinguishable from one another. Here, using both quantitative and qualitative methods, including crowd-sourced surveys and analyses o…

  • Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends

    Open Access•Sercan Şengün, J M Santos et al.•ARTICLE•Technological Forecasting and…•2022

  • Is Death Only the Beginning? How People Mourn Artificial Characters in Social Media

    Open Access•Sercan Şengün, J M Santos et al.•ARTICLE•Games and Culture•2023•Referencias: 8

    We analyze the audience response to the death of narrative-driven fictitious characters with predetermined fates, whether part of a virtual or cinematic story, and specifically from video games and TV series. Our aim is to contribute to the studies of identification and empathy with fictitious characters in media, as well as to close the research gap around these studies by specifically focusing on the death of the characters. We collected 3000 o…

  • How did the pandemic lockdown affect the media’s outlook on gaming? A case study of Türkiye as an emerging market

    Open Access•Sercan Şengün, Sarper Durmuş•ARTICLE•Frontiers in Communication•2026

    In this work, we aim to research whether and how the perceptions of mainstream news media (specifically print-based news outlets) toward videogames, gamers, and gaming industry changed during the Covid-19 pandemic lockdown. During the lockdown, many individuals and families explored different options for home entertainment and distractions, and digital gaming proved to be one of the biggest outlets. Even sources like World Health Organization (WH…

Psychology (6 obras) · Digital Games and Media (5 obras) · Computer Science (4 obras) · Media Influence and Health (4 obras) · Human–computer interaction (3 obras) · Social Psychology (3 obras) · Sociology (3 obras) · Advertising (2 obras) · Aesthetics (2 obras) · Art (2 obras)

Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae