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 | 35* | 2018 |
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 | 28 | 2017 |
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 | 23 | 2020 |
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 | 22 | 2020 |
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 | 16 | 2020 |
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 | 14 | 2019 |
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 | 11* | 2015 |
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 | 11 | 2014 |
Silent Hill 2 and the Curious Case of Invisible Agency S Şengün 6th International Conference, ICIDS 2013, Istanbul, Turkey, November 6-9 …, 2013 | 11 | 2013 |
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 | 10 | 2019 |
Dijital avatarlar için semiyotik bir okuma ve avatarların dijital iletişimde belirsizlik azaltma rolleri S Şengün ◄ Digital Communication Impact, 34, 2014 | 9 | 2014 |
Six Degrees of Video Game Narrative: A Classification for Narrative in Video Games S Şengün Istanbul Bilgi University, 2013 | 9 | 2013 |
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 | 7* | 2021 |
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 | 7 | 2019 |
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 | 7 | 2017 |
Sanal hikaye anlatıcılığı çağında yaşayan bilimkurgu ve fantastik dünyalar olarak video oyunları S Şengün Edebiyatın İzinde: Fantastik ve Bilimkurgu, 211-220, 2015 | 7* | 2015 |
A Survey of Marketing Management for the Video Games Industry in Turkey S Şengün Marketing management in Turkey, 2018 | 6 | 2018 |
Gaining reward vs. avoiding loss: When does gamification stop being fun? S Ozturkcan, S Şengün Emerging research and trends in gamification, 48-71, 2016 | 6 | 2016 |
Pleasure in pain: how accumulation in gaming systems can lead to grief S Ozturkcan, S Sengun Gamer Psychology and Behavior, 41-55, 2016 | 4 | 2016 |
Ludic Voyeurism and Passive Spectatorship in Gone Home and Other “Walking Simulators” S Şengün Video Game Art Reader 1 (1), 30-42, 2017 | 3 | 2017 |