Selen Türkay
Biographic Data
| ID | 5139018 |
|---|---|
| NAME | Selen Türkay |
| GIVEN NAMES | Selen |
| FAMILY NAME | Türkay |
| SIGNATURE | TÜRKAY S |
| AFFILIATIONS | Queensland University of Technology |
| ORCID | 0000-0001-8684-2070 |
| VERIFIED | Yes |
| TOTAL WORKS | 16 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 16 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2015 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Integrating Virtual Reality Into a Structural Geology Curriculum
This article concerns two 9‐week longitudinal case studies of the integration of an immersive blended‐learning structural geology curriculum at an Australian university. Immersive learning environments (ILEs) have the capacity to enhance learning outcomes in STEM through their inherent ability to represent 3D concepts and embed their users in real‐world scenarios. Virtual reality (VR) presents an opportunity for educators to complement students′ …
Game On
Serious games are increasingly recognized as powerful pedagogical tools, often offering engaging, interactive, and practical learning experiences. This paper presents the design, implementation, and evaluation of a 3D virtual serious game specifically tailored for cybersecurity governance and policy education. In particular, the nature of the game is an escape room, drawing on military training principles: players must solve a problem to escape o…
An epistemic network analysis of communication strategies during drawing-supported spatial dialogue in VR
Communicating spatial information is challenging using solely verbal or written language, and is often supported by non-verbal gestures and illustrative drawings. However, the growing need for communicating increasingly complex spatial information, coupled with the rise of remote collaboration, presents challenges that current screen-based solutions are ill-equipped to address. Virtual Reality (VR) offers capabilities to support both non-verbal g…
The effectiveness of virtual reality (VR) for construction skills training
In order to determine the effectiveness of virtual reality (VR) training and reliability for mass utilisation in competency-based training in the construction industry, we collected data related to learning outcomes (assessment scores and recall, immediately and after 1 month) from 109 participants (n = 59, VR group; n = 50, non-VR group) from three registered training organisations in south-east Queensland. Interviews were also conducted with 48…
Emotion regulation, need satisfaction, passion and problematic video game play during difficult times
There is growing recognition of the role video games can play in helping people through challenging times, however many still argue that video game play can lead to adverse and problematic behaviours when relied upon to manage negative affect. This study sought to explore a number of factors that may play a role in influencing the likelihood one develops problematic habits of play, particularly in the context of difficult and stressful times. Spe…
Digital intervention in the city
Do videogame rewards influence players’ subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning
Prosocial behaviours are actions that have a positive impact on others. Those who act prosocially in videogames are more likely to be prosocial after the game. In-game rewards may impact this prosocial transfer to real life but there are mixed findings. The aim of this research was to determine the impact that in-game rewards for helping have on post-game prosocial behaviour. We partially replicated and extended a prior study that showed an impac…
Playful digital interventions in placemaking
Self-determination theory approach to understanding the impact of videogames on wellbeing during Covid-19 restrictions
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s livelihoods and wellbeing. The World Health Organisation (WHO) recommended people engage in enjoyable activities such as videogames, helping them relax during difficult life situations. Using Self-Determination Theory as a lens, this interview study (N = 11) examined how people’s videogame behaviours were influenced by life context, and their impact on wel…
Unsatisfied needs as a predictor of obsessive passion for videogame play
Although research shows that videogames have a positive impact on the majority of players, concerns remain about the situations in which videogame play becomes disordered and harmful. Drawing on self-determination theory and the dualistic model of passion and based on previous research in non-videogame domains, we sought to explore the extent to which need satisfaction outside of videogames (in general life) as well as need satisfaction from vide…
Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psyc…
Need satisfaction, passion and wellbeing effects of videogame play prior to and during the Covid-19 pandemic
Comparison of dynamic visuals to other presentation formats when learning social science topics in an online setting
Despite the widespread use of whiteboard animations in both academic and informal settings, little evidence exists about their efficacy and impact on learner experiences, especially in non-STEM fields such as the social sciences. This study examined the effects of whiteboard animations against three other instructional formats on comprehension, measured by multiple choice questions and an open-ended summary question, and subjective experiences me…
Esports meets human-computer interaction
people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events
The generalized sense of power is a psychological resource
We examined whether the generalized sense of power—the belief that one is able to influence others in one's various social relationships—serves as a psychological resource that enables leadership in high‐stakes, unfamiliar group challenges, such as emergencies or crises. We studied current and prospective humanitarian aid professionals ( N = 180) during a major field training exercise: a three‐day, immersive simulated humanitarian crisis. Individ…
The effects of customization on motivation in an extended study with a massively multiplayer online roleplaying game
Customization is a ubiquitous feature of games and can be perceived as a series of choices that may influence players’ experiences. Opportunities for customization may give users decision-making authority over the technology, enabling them to shape and create their own experiences, as well as provide ways to be a part of a group based on their needs and desires. This study aims to shed more light on the effects customization has on players’ motiv…
No prominent works on this page.
The effects of customization on motivation in an extended study with a massively multiplayer online roleplaying game
Customization is a ubiquitous feature of games and can be perceived as a series of choices that may influence players’ experiences. Opportunities for customization may give users decision-making authority over the technology, enabling them to shape and create their own experiences, as well as provide ways to be a part of a group based on their needs and desires. This study aims to shed more light on the effects customization has on players’ motiv…
The generalized sense of power is a psychological resource
We examined whether the generalized sense of power—the belief that one is able to influence others in one's various social relationships—serves as a psychological resource that enables leadership in high‐stakes, unfamiliar group challenges, such as emergencies or crises. We studied current and prospective humanitarian aid professionals ( N = 180) during a major field training exercise: a three‐day, immersive simulated humanitarian crisis. Individ…
Unsatisfied needs as a predictor of obsessive passion for videogame play
Although research shows that videogames have a positive impact on the majority of players, concerns remain about the situations in which videogame play becomes disordered and harmful. Drawing on self-determination theory and the dualistic model of passion and based on previous research in non-videogame domains, we sought to explore the extent to which need satisfaction outside of videogames (in general life) as well as need satisfaction from vide…
Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as Satisfaction with Life (SWL), obsessive passion (OP) is associated with adverse effects such as psyc…
Need satisfaction, passion and wellbeing effects of videogame play prior to and during the Covid-19 pandemic
Comparison of dynamic visuals to other presentation formats when learning social science topics in an online setting
Despite the widespread use of whiteboard animations in both academic and informal settings, little evidence exists about their efficacy and impact on learner experiences, especially in non-STEM fields such as the social sciences. This study examined the effects of whiteboard animations against three other instructional formats on comprehension, measured by multiple choice questions and an open-ended summary question, and subjective experiences me…
Esports meets human-computer interaction
people's leisure activities and to the sporting industry, which had to cancel or postpone many events. Platforms such as Twitch and YouTube allow esports fans to be esports event spectators in a manner that can be highly interactive, with livestreaming data Such events are viewed by tens of millions of people, with some events offering prize money exceeding that of major traditional sporting events
Self-determination theory approach to understanding the impact of videogames on wellbeing during Covid-19 restrictions
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s livelihoods and wellbeing. The World Health Organisation (WHO) recommended people engage in enjoyable activities such as videogames, helping them relax during difficult life situations. Using Self-Determination Theory as a lens, this interview study (N = 11) examined how people’s videogame behaviours were influenced by life context, and their impact on wel…
Digital intervention in the city
Do videogame rewards influence players’ subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning
Prosocial behaviours are actions that have a positive impact on others. Those who act prosocially in videogames are more likely to be prosocial after the game. In-game rewards may impact this prosocial transfer to real life but there are mixed findings. The aim of this research was to determine the impact that in-game rewards for helping have on post-game prosocial behaviour. We partially replicated and extended a prior study that showed an impac…
Playful digital interventions in placemaking
Emotion regulation, need satisfaction, passion and problematic video game play during difficult times
There is growing recognition of the role video games can play in helping people through challenging times, however many still argue that video game play can lead to adverse and problematic behaviours when relied upon to manage negative affect. This study sought to explore a number of factors that may play a role in influencing the likelihood one develops problematic habits of play, particularly in the context of difficult and stressful times. Spe…
Integrating Virtual Reality Into a Structural Geology Curriculum
This article concerns two 9‐week longitudinal case studies of the integration of an immersive blended‐learning structural geology curriculum at an Australian university. Immersive learning environments (ILEs) have the capacity to enhance learning outcomes in STEM through their inherent ability to represent 3D concepts and embed their users in real‐world scenarios. Virtual reality (VR) presents an opportunity for educators to complement students′ …
Game On
Serious games are increasingly recognized as powerful pedagogical tools, often offering engaging, interactive, and practical learning experiences. This paper presents the design, implementation, and evaluation of a 3D virtual serious game specifically tailored for cybersecurity governance and policy education. In particular, the nature of the game is an escape room, drawing on military training principles: players must solve a problem to escape o…
An epistemic network analysis of communication strategies during drawing-supported spatial dialogue in VR
Communicating spatial information is challenging using solely verbal or written language, and is often supported by non-verbal gestures and illustrative drawings. However, the growing need for communicating increasingly complex spatial information, coupled with the rise of remote collaboration, presents challenges that current screen-based solutions are ill-equipped to address. Virtual Reality (VR) offers capabilities to support both non-verbal g…
The effectiveness of virtual reality (VR) for construction skills training
In order to determine the effectiveness of virtual reality (VR) training and reliability for mass utilisation in competency-based training in the construction industry, we collected data related to learning outcomes (assessment scores and recall, immediately and after 1 month) from 109 participants (n = 59, VR group; n = 50, non-VR group) from three registered training organisations in south-east Queensland. Interviews were also conducted with 48…
Psychology (10 works) · Computer Science (7 works) · Impact of Technology on Adolescents (7 works) · Social Psychology (7 works) · Motivation and Self-Concept in Sports (6 works) · Multimedia (4 works) · Passion (4 works) · Psychotherapist (3 works) · Sociology (3 works) · Virtual Reality Applications and Impacts (3 works)