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Sercan Şengün
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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
45*2018
Personas and analytics: A comparative user study of efficiency and effectiveness for a user identification task
J Salminen, S Jung, S Chowdhury, S Sengün, BJ Jansen
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems …, 2020
342020
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
332017
Topic-driven toxicity: Exploring the relationship between online toxicity and news topics
J Salminen, S Sengün, J Corporan, S Jung, BJ Jansen
PLoS ONE 15 (2), 2020
272020
The effect of numerical and textual information on visual engagement and perceptions of AI-driven persona interfaces
J Salminen, YH Liu, S Şengün, JM Santos, S Jung, BJ Jansen
IUI '20: Proceedings of the 25th International Conference on Intelligent …, 2020
232020
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
172019
Silent Hill 2 and the Curious Case of Invisible Agency
S Şengün
6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9 …, 2013
162013
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
132019
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
13*2015
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
122014
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
112014
Six Degrees of Video Game Narrative: A Classification for Narrative in Video Games
S Şengün
Istanbul Bilgi University, 2013
92013
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
82021
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
82019
A survey of marketing management for the video games industry in Turkey
S Şengün
Marketing management in Turkey, 2018
72018
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
72017
Gaining reward vs. avoiding loss: When does gamification stop being fun?
S Ozturkcan, S Şengün
Emerging research and trends in gamification, 48-71, 2016
62016
Sanal hikaye anlatıcılığı çağında yaşayan bilimkurgu ve fantastik dünyalar olarak video oyunları
S Şengün
Edebiyatın İzinde: Fantastik ve Bilimkurgu, 211-220, 2015
52015
Ludic Voyeurism and Passive Spectatorship in Gone Home and Other “Walking Simulators”
S Şengün
Video Game Art Reader 1 (1), 30-42, 2017
42017
Pleasure in pain: how accumulation in gaming systems can lead to grief
S Ozturkcan, S Sengun
Gamer Psychology and Behavior, 41-55, 2016
42016
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