Digdem Sezen

Digdem Sezen
Teesside University · MIMA School of Arts and Creative Industries

PhD

About

30
Publications
12,166
Reads
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81
Citations
Additional affiliations
December 2014 - present
Istanbul University
Position
  • Professor (Assistant)
December 2011 - December 2014
Istanbul University
Position
  • PostDoc Position
October 2002 - January 2011
Istanbul University
Position
  • Research Assistant

Publications

Publications (30)
Chapter
This chapter discusses the concept of the retelling as a narrative product and as an instrument of narrative design analysis and criticism. Focusing on longform video essays as a prominent category of critical retellings, we analyze transcriptions of Noah Caldwell-Gervais’ video essay and Jose Antonio Vargas’ video review of the 2020 videogame The...
Chapter
This paper presents the early findings of a pilot study on the analysis of longform video essays as critical retellings of video game narratives. Using web-based reading and analysis environment Voyant, the study explores the indicators of how players critically approach and discuss game narrative design.
Chapter
Full-text available
Machine vision algorithms play a significant role in managing the traffic of images and influencing the opinions and behavior of people in everyday life by ranking, filtering, predicting, deciding, censoring, recognizing and generating images. The tools employing specifically designed machine vision algorithms are also being used to analyze gender...
Article
Full-text available
In the last decade following the technological and commercial advances in digital image production and in artificial intelligence, human vision-centred understanding of visuality has changed profoundly. Machine vision technologies (MVTs) are used across a wide spectrum of activities ranging from surveillance to medical diagnosis, to adaptive visual...
Chapter
Full-text available
Employing game design elements to create an environment for struggling readers to read accurately, with proper speed and right expression might inspire them to continue practising and help their teachers incorporate engaging tools in their instructional repertoire for fluent reading. The EU-funded innovation project GameLet aims at developing digit...
Chapter
In 2020, the RheijnLand.Xperiences project will connect eight museums along the Dutch-German border region by a continuation network using a story-driven application for mobile devices for an audience between the ages of 14 and 25. The goal of the project is to motivate users to visit other museums in the network. While experiences and stories are...
Chapter
This chapter offers an overview and analysis of video games and other playable media designed to commemorate the 15 July 2016 coup attempt in Turkey. Little known outside of Turkey, these digital artifacts exemplify how video games can be used as a medium of politically motivated self-expression. Sezen and Sezen argue that they also provide a uniqu...
Chapter
Full-text available
Political game design the exploration of the scope, limits, and possibilities of game design for a politically motivated position. Political games may aim to inform, motivate, or challenge people about politics and let them engage with different levels of political sphere through gameplay.
Chapter
This chapter is about the design, development, and perception of videogames produced during Gezi Park Protests in 2013 as a form of civic participation. The chapter first outlines the production history of these games which came to a sudden end due to the changes in the political atmosphere. A detailed description is given of the theoretical approa...
Chapter
The first part of the book is concerned with the history of Interactive Digital Narrative (IDN). Its intention is to serve as a concise historical account of the development of IDN from its beginnings to recent works by means of representative and influential examples. The identification of distinct historical phases is problematic, given the many...
Chapter
Interactive Digital Narrative is an ever-growing field that encompasses a number of diverse practices, from avant-garde art to interactive documentaries , electronic literature, video game design, applications of artificial intelligence (AI) research and ubiquitous computing. To provide a context for understanding today's practices, in this introdu...
Chapter
The hybrid nature of interactive digital narratives-as narratives and procedural digital entities on software executed on computers-poses considerable challenges for analysis and categorisation. A further complication lies in the rapid evolvement of the underlying technologies for creation and dissemination as computing technology has developed dra...
Book
The book is concerned with narrative in digital media that changes according to user input—Interactive Digital Narrative (IDN). It provides a broad overview of current issues and future directions in this multi-disciplinary field that includes humanities-based and computational perspectives. It assembles the voices of leading researchers and practi...
Chapter
Full-text available
Çağdaş medya ekolojisinin başat ancak görece genç unsurları arasında yer alan sosyal medya kanalları son 10 yıl içinde çok daha eski bir diğer önemli unsur olan dijital oyunların gelişimi üzerinde önemli etkilerde bulunmuşlardır. Bu etkilerin sonuçları arasında ilk akla gelen sosyal medya kanallarına entegre olmuş ve onların işleyiş prensiplerinden...
Conference Paper
Full-text available
Categorizing Interactive Digital Narrative (IDN) works is challenging because artistic and technological approaches constantly evolve. At the same time, a range of theoretical approaches from neo-Aristotelian perspectives to applications of post-classical narratology have applied many markedly different analytical perspectives, making an overall co...
Conference Paper
Full-text available
Breaking Points is an interactive digital narrative (IDN) that puts the user in the position of a young woman who feels trapped in a daily routine she would like to escape from. The narrative design connects more important decisions with seemingly trivial ones and presents the user with immediate and delayed consequence in the form of narrative fee...
Article
Full-text available
This workshop explores future research directions towards a better categorization and comparison of IDN works, with the objective of a more adequate understanding of this evolving field. In such a multidisciplinary area, an effort is necessary to establish a shared space across different analytical perspectives and practical approaches. As a comple...
Article
Full-text available
z Kasım 2012'de New York Modern Sanatlar Müzesi'nin resmi sitesinde dijital oyunlardan oluşan bir kolek-siyonunu müzede sergileneceği duyuruldu. Sanat eleştirmeni Jonathan Jones duyuruya katılımcı doğaları gereği oyunların yazarcıl vizyon konusunda eksik, fikir ifade etme konusunda yetersiz bir mecra olduğunu savunan bir yazı ile cevap verdi. 2010...
Conference Paper
Full-text available
The theoretical understanding of interactive digital narrative must evolve in order to accommodate recent trends and development in the practice of this constantly evolving form of human expression. This edition of our workshop series at ICIDS concentrates on artifacts produced or released in the last two years. In addition, it broadens the perspec...
Chapter
Full-text available
(From introduction) "21. yüzyılın ilk 10 yılını geride bıraktığımız bu dönemde dijital oyunların tarihini yazmak oldukça güç bir iş. Farklı formatlar, unutulan teknolojiler, farklı akademik, kültürel ve politik bağlamlar dijital oyunları kavrayışımızı doğrudan etkileyen faktörlerden sadece bir kaçı. Aşağıda yer alan kronoloji bu faktörlerin her bir...

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