Sukran Karaosmanoglu
Biographic Data
| ID | 6885471 |
|---|---|
| NAME | Sukran Karaosmanoglu |
| GIVEN NAMES | Sukran |
| FAMILY NAME | Karaosmanoglu |
| SIGNATURE | KARAOSMANOGLU S |
| AFFILIATIONS | Universität Hamburg |
| ORCID | 0000-0002-9624-4258 |
| VERIFIED | Yes |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 1 |
| WORKS AS AUTHOR | 2 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2021 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Gaming for good? exploring associations between game design features and self-reported sustainable behaviours in Pokémon GO
The location-based game (LBG) Pokémon GO remains one of the most successful and widely studied video games of recent years. Designed for outdoor play, LBGs have been associated with increased physical activity and environmental awareness beyond the game context. This study examines how specific game design features in Pokémon GO are associated with players' self-reported sustainable behaviours. Drawing on a motivational framework that categorises…
Enabling Immersive Exercise Activities for Older Adults
Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and hear…
Enabling Immersive Exercise Activities for Older Adults
Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and hear…
Enabling Immersive Exercise Activities for Older Adults
Participating in cognitive and physical activities can help older adults to live a healthy and independent life. However, with the ongoing pandemic, face-to-face training options became unavailable or limited, yielding a need for alternatives. In this paper, we conducted a user study with older adults (N = 25) to compare a traditional, recorded 2D gymnastics video with an immersive virtual reality (VR) exergame. We evaluated the movement and hear…
Gaming for good? exploring associations between game design features and self-reported sustainable behaviours in Pokémon GO
The location-based game (LBG) Pokémon GO remains one of the most successful and widely studied video games of recent years. Designed for outdoor play, LBGs have been associated with increased physical activity and environmental awareness beyond the game context. This study examines how specific game design features in Pokémon GO are associated with players' self-reported sustainable behaviours. Drawing on a motivational framework that categorises…
Action (physics) (1 work) · Applied Psychology (1 work) · Applied Psychology (1 work) · Cognition (1 work) · Computer Science (1 work) · Consumption (sociology) (1 work) · Context (archaeology) (1 work) · Digital Games and Media (1 work) · Educational Games and Gamification (1 work) · Engineering (1 work)