Book, Chapter
Harrell, D. Fox, Sercan Şengün, and Danielle Olson (2021, in print), Africa and the Avatar Dream: Mapping the Impacts of Videogame Representations of Africa. In: Kelly Josephs and Roopika Risam (eds.) Digital Black Atlantic, Minneapolis, MN: University of Minnesota Press.
Coutu, Ysabelle, Yangyuqi Chang, Wendi Zhang, Sercan Sengun, and Ray LC. (2020) “Immersiveness and usability in VR: A comparative study of Monstrum and Fruit Ninja,” Game User Experience and Player-Centered Design (ed. Barbaros Bostan), pp. 349-360, Berlin: Springer.
Coutu, Ysabelle, Yangyuqi Chang, Wendi, and Sercan Sengun. (2020) “The relationship between cohesive game design and player immersion: A case study of original versus reboot Thief,” Game User Experience and Player-Centered Design (ed. Barbaros Bostan), pp. 437-448, Berlin: Springer.
Fan, Sidan, Jin H. Kim, Sonya I. McCree, and Sercan Sengun. (2020) “Integrate: A digital game for testing conformity in decision making,” Game User Experience and Player-Centered Design (ed. Barbaros Bostan), pp. 21-42, Berlin: Springer.
Şengün, Sercan, Güven Çatak, and Mustafa Feyyaz Sonbudak. (2020) “‘It is so good, it cannot be Turkish’: A case study of local video game producers versus local gamer communities,” in Creative Industries in Turkey (ed. Tolga Hepdinçler and Hasan Kemal Süher), pp. 55-72, Berlin: Peter Lang Publishing.
Conference Proceeding
Salminen, Joni, Liu Ying-Hsang, João Santos, Sercan Şengün, and Bernard Jansen, (2020) “The effect of numerical and textual information on visual engagement and perceptions of AI-driven persona interfaces,” IUI '20: Proceedings of the 25th International Conference on Intelligent User Interfaces (17-20 March, Cagliari, Italy), pp. 357-368. https://doi.org/10.1145/3377325.3377492
Salminen, Joni, Shammur Chowdhury, Sercan Şengün, Soon-gyo Jung, and Bernard Jansen. (2020) “Personas and Analytics: A Comparative User Study of Efficiency and Effectiveness for a User Identification Task,” CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems), pp. 1-13. (24-30 April, Honolulu, Hawaii) https://doi.org/10.1145/3313831.3376770
Salminen, Joni, Sercan Sengun, Soon-Gyo Jung, and Bernard J. Jansen. (2019) “Design issues in automatically generated persona profiles: A qualitative analysis from 38 think-aloud transcripts.” CHIIR '19: Proceedings of the 2019 Conference on Human Information Interaction and Retrieval. (10-14 March, Glasgow, Scotland, UK), pp. 225–229. https://doi.org/10.1145/3295750.3298942
Sengun, Sercan, Joni Salminen, Peter Mawhorter, Soon-Gyo Jung, and Bernard J. Jansen. (2019) “Exploring the relationship between game content and culture-based toxicity: A case study of League of Legends and MENA players.” HT '19 Proceedings of the 30th ACM Conference on Hypertext and Social Media, pp. 87-95. (17-20 September, Hof, Germany.) https://doi.org/10.1145/3342220.3343652
Sengun, Sercan, Joni Salminen, Soon-Gyo Jung, Peter Mawhorter, and Bernard J. Jansen. (2019) “Analyzing hate speech toward players from the MENA in League of Legends.” CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems. (4-9 May, Glasgow, Scotland, UK.), pp. 1–6. https://doi.org/10.1145/3290607.3312924
Encyclopedia
Şengün, Sercan, (2018) “Video game engagement: Psychological frameworks,” Encyclopedia of Computer Graphics and Games (eds. Newton Lee), Living Reference Work, Springer, Cham. https://doi.org/10.1007/978-3-319-08234-9_158-1
Journal Article
Salminen, Joni, Juan Conporan, Soon-gyo Jung, Sercan Sengun, and Bernard J. Jansen (2020), Topic-driven Toxicity: Exploring the Relationship between Online Toxicity and News Topics. PLoS ONE 15(2): e0228723. doi: 10.1371/journal.pone.0228723.
Şengün, Sercan, and Selcen Ozturkcan, (2020). “Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey,” Studies on Marketing Insights, 4(1), pp. 44-56. https://dergipark.org.tr/en/pub/somi/issue/56246/755664
Mawhorter, Peter, Sercan Şengün, Haewoon Kwak, and D. Fox Harrell, (2019). “Identifying regional trends in avatar customization,” IEEE Transactions on Games, 11 (4), pp. 405-415. http://doi.org/10.1109/TG.2018.2835776
Salminen, Joni, Sercan Şengün, Haewoon Kwak, Jisun An, Bernard J. Jansen, Soon-Gyo Jung, D. Fox Harrell, and Sarah Vieweg, (2018). “From 2,772 segments to 5 personas: Summarizing a diverse online audience by generating culturally adapted personas,” First Monday, 23 (6). https://doi.org/10.5210/fm.v23i6.8415
Şengün, Sercan, and D. Fox Harrell (Spring 2018), Virtual Identity Systems Should Better Support Gulf Nationals. The Oxford Gulf and Arabian Peninsula Studies Forum, University of Oxford, pp. 4-8.
Magazine/Trade Publication
Şengün, Sercan (2017), Ludic Voyeurism and Passive Spectatorship in Gone Home and Other "Walking Simulators." Video Game Art Reader, 1(1), pp. 30-42.
Şengün, Sercan (2014), Sanal Hikaye Anlatıcılığı Çağında Yaşayan Bilimkurgu ve Fantastik Dünyalar Olarak Video Oyunları (Turkish, title trans.: Videogames as Living Science Fiction and Fantasy Worlds in the Age of Virtual Storytelling). Varlık, 1278, pp. 16-21.
Technical Report
Jahanian, Ali, Sercan Şengün, Peter Mawhorter, Haewoon Kwak, & D. Fox Harrell. (2018) “Grounding AI-driven cross-cultural analysis with community insights,” CHI 2018 Workshop: ArabHCI Working with Arab Communities (21-26 April, Montreal, Canada)
Şengün, Sercan, (2012) “Engagement model as the basis for video game design,” Proceedings of ECREA 2012 Pre-Conference: Experiencing Digital Games: Use, Effects & Culture of Gaming.