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Sercan Şengün
Title
Cited by
Year
‘Bize Kuşdili Öğretildi
M Gülsoy, S Şengün
Bu An’ı Daha Önce Yaşamıştım, 2008
32008
“There’s Something About Noura”: Exploring Think-Aloud Reasonings for Users’ Persona Choice in a Design Task
S Şengün, J Salminen, SG Jung, KK Aldous, BJ Jansen
Proceedings of the 2024 ACM Designing Interactive Systems Conference, 1234-1247, 2024
2024
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
142014
A survey of marketing management for the video games industry in turkey
S Şengün
Marketing management in Turkey, 353-387, 2018
92018
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, 183-206, 2021
102021
Among Us and Its Popularity During COVID-19 Pandemic
A Bump, S Şengün
Encyclopedia of Computer Graphics and Games, 2021
2021
An Analysis of the Use of Religious Elements in Assassin’s Creed Origins
Ö Mirza, S Sengun
Games and Narrative: Theory and Practice, 249-265, 2022
32022
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
182019
Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic
T Michael Simmons, S Şengün
Encyclopedia of Computer Graphics and Games, 107-109, 2024
2024
Animal Crossing: New Horizons and Its Popularity During COVID-19 Pandemic
TM Simmons, S Şengün
Encyclopedia of Computer Graphics and Games, 2021
2021
Azeroth has a workplace gender inequality problem: gendered professions bias in virtual worlds
S Sengun, J Price, L Schlink, K Walker
Games and Narrative: Theory and Practice, 105-118, 2022
22022
Business Or Pleasure: A Report On How People Present Themselves Digitally
E Cossio, S Şengün
Mouth 2, 3.3, 2021
2021
Can unhappy pictures enhance the effect of personas? A user experiment
J Salminen, S Şengün, JM Santos, SG Jung, B Jansen
ACM Transactions on Computer-Human Interaction 29 (2), 1-59, 2022
42022
Comparing Persona Analytics and Social Media Analytics for a User-Centric Task Using Eye-Tracking and Think-Aloud
J Salminen, S Şengün, SG Jung, B Jansen
CHItaly '21: CHItaly 2021: 14th Biannual Conference of the Italian SIGCHI …, 2021
42021
Contours of virtual enfreakment in fighting game characters
S Şengün, P Mawhorter, J Bowie-Wilson, Y Audeh, H Kwak, DF Harrell
Technological Forecasting and Social Change 180, 121707, 2022
62022
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
92017
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
32013
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
292019
Dijital avatarlar için semiyotik bir okuma ve avatarların dijital iletişimde belirsizlik azaltma rolleri
S Şengün
Dijital Etkileşim Etkisi Uluslararası Akademik Konferansı Bildiri Kitabı, 34-35, 2014
152014
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends
S Şengün, JM Santos, J Salminen, S Jung, BJ Jansen
Technological Forecasting and Social Change 177, 121556, 2022
152022
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