Selen Turkay

Selen Turkay

PhD

About

75
Publications
46,008
Reads
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839
Citations
Additional affiliations
July 2013 - July 2015
Harvard University
Position
  • PostDoc Position

Publications

Publications (75)
Article
The COVID-19 pandemic caused tremendous economic and social disruption devastating people’s livelihoods and wellbeing. The World Health Organisation (WHO) recommended people engage in enjoyable activities such as videogames, helping them relax during difficult life situations. Using Self-Determination Theory as a lens, this interview study (N = 11)...
Article
Full-text available
Robotic surgery is increasing in prevalence, thanks to its potential benefits for patients (e.g., reduced blood loss) and surgeons (e.g., ergonomics). It is important to know what inherent characteristics of potential surgeons may facilitate robotic surgery training and performance. Findings from previous studies indicate videogames can be inexpens...
Article
Video games can satisfy people's basic psychological needs of autonomy, competence, and relatedness. This may lead them to develop a passion for the activity, which can be harmonious or obsessive. These different types of passions are associated with different well-being outcomes: harmonious passion (HP) is associated with positive effects such as...
Article
Since the outbreak of COVID-19, reports have shown a significant rise in videogame engagement due to stay-at-home and quarantine restrictions, which has led to further concerns regarding the wellbeing impacts of videogames. Due to the challenges and stressors associated with living in a pandemic, it is even more crucial now to understand how engage...
Article
Full-text available
The quality of event log data is a constraining factor in achieving reliable insights in process mining. Particular quality problems are posed by activity labels which are meant to be representative of organisational activities, but may take different manifestations (e.g. as a result of manual entry synonyms may be introduced). Ideally, such proble...
Article
Full-text available
This study examined the relationship between elementary students’ domain-specific and game-specific motivations in the context of educational videogames. Using a quasi-experimental design, thirty (N = 30) sixth grade students were assigned to two groups based on their level of motivation for the domain of math (higher math motivation vs. lower math...
Conference Paper
Wildlife calls are the best witnesses to the health of ecosystems, if only we know how to listen to them. Efforts to understand and inform restoration of healthy ecosystems with environmental audio recordings languish from insufficient tools to learn and identify sounds in recordings. To address this problem, we designed and playtested the Bristle...
Article
Industrial organisations spend considerable resources on training employees with respect to the organisations’ business processes. These resources include business process models, diagrams depicting vital activities, workflows, roles, systems, and data within these processes. However, these models are difficult to comprehend, partly because they po...
Conference Paper
Full-text available
Burn injuries are a significant public health challenge with the known consequences and long term problems including pain, permanent scarring and psychological trauma. Current available rehabilitation equipment is rudimentary, resource-intensive and lacks a human-centered design approach. Immersive Virtual Reality technologies may provide aid in th...
Conference Paper
Process mining uses computational techniques for process-oriented data analysis. The use of poor quality input data will lead to unreliable analysis outcomes (garbage in - garbage out), as it does for other types of data analysis. Among the key inputs to process mining analyses are activity labels in event logs which represent tasks that have been...
Conference Paper
Acoustic sensing has been hailed as a game-changer for detecting furtive wildlife, but uptake has been constrained by the laborious process of reviewing resultant torrents of audio data. To inform the design of interactive interfaces for reviewing audio recordings, we explored how people interact with aural and visual media about birds. We observed...
Article
Full-text available
Online education is rapidly expanding in response to rising demand for higher and continuing education, but many online students struggle to achieve their educational goals. Several behavioral science interventions have shown promise in raising student persistence and completion rates in a handful of courses, but evidence of their effectiveness acr...
Conference Paper
Toxicity in online environments is a complex and a systemic issue. Collegiate esports communities seem to be particularly vulnerable to toxic behaviors. In esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce enjoyment which may cause them to leave the game. The aim of this s...
Conference Paper
Full-text available
There is a high demand for physical rehabilitation therapies: More than 475,000 Australian citizens are living with the effects of stroke and are engaged in physical therapies. Developing effective physical rehabilitation programs for these individuals is important both for their health outcomes and for the medical field. Virtual Reality (VR) techn...
Conference Paper
Full-text available
Social robots hold significant promise to help individuals achieve their goals. Most individuals can benefit from a social robot when they interact with it over multiple sessions or a prolonged period. However, this can run well beyond the initial novelty period with a robot, signifying a challenging area for sustainable long- term user interest an...
Article
Full-text available
We examined whether the generalized sense of power—the belief that one is able to influence others in one’s various social relationships—serves as a psychological resource that enables leadership in high-stakes, unfamiliar group challenges, such as emergencies or crises. We studied current and prospective humanitarian aid professionals (N = 180) du...
Preprint
Full-text available
Social robots hold significant promise to help individuals achieve their goals. Most individuals can benefit from a social robot when they interact with it over multiple sessions or a prolonged period. However, this can run well beyond the initial novelty period with a robot, signifying a challenging area for sustainable long-term user interest and...
Conference Paper
This paper reports findings from an online survey where we collected qualitative and quantitative data from four different online collectible card game players (N = 1017) on their player experiences of autonomy, competence and sense of community. The goal was to investigate how player experiences may differ across games in the same game genre and t...
Article
While online multiplayer games provide an opportunity for players to both maintain and establish new connections, male and female players have been found to experience these environments differently. Interviews (n = 22) and focus groups (n = 14) were used to explore these differences as they impact on creating new social connections, as well as to...
Conference Paper
Full-text available
Online Collectible Card Games (OCCGs) are enormously popular worldwide. Previous studies found that the social aspects of physical CCGs are crucial for player engagement. However, we know little about the different types of sociability that OCCGs afford. Nor to what extent they influence players' social experiences. This mixed method online survey...
Conference Paper
This paper is an exploration of Augmented Reality applications to Participatory Marketing and overviews initial findings in this area of research. Participatory Marketing is the concept of marketing with customers rather than at them, and can potentially turn AR users form passive consumers to (pro-)active co-creators of this future media. We condu...
Conference Paper
According to the UN Refugee Agency, there are about 22 million people considered refugees around the world. Since the beginning of the Syrian crisis in 2011 alone, approximately 11 million Syrians left their homes and sought refuge in other counties, mostly nearby countries such as Lebanon and Turkey. There are more than 3.7 million Syrian refugees...
Conference Paper
Full-text available
Online collectible card games (OCCGs) are digital, networked contemporaries of collectible card games (CCGs) which combine the collection of trading cards with strategic deck building and competitive gameplay. Despite their popularity and unique mechanics, we know very little about OCCG players, their motivations and play habits. A survey study usi...
Conference Paper
Virtuality, often expressed via technologies such as Virtual Reality (VR) or Augmented Reality (AR) has become a staple of media news, cultural artefacts (e.g. Ready Player One) and much research in universities and IT companies. Since the inception of the Oculus Rift as an accessible head mounted display (HMD) for building VR applications the indu...
Conference Paper
Toxicity in online environments is a complex and a systemic issue. Esports communities seem to be particularly suffering from toxic behaviors. Especially in competitive esports games, negative behavior, such as harassment, can create barriers to players achieving high performance and can reduce players' enjoyment which may cause them to leave the g...
Conference Paper
Full-text available
Moral dilemmas are a staple of narratives in games. Allowing the player to choose and impact a game's story is an important part of enjoying an interactive narrative. Yet when it comes to how we design and test games with moral dilemmas, there is little written on the subject. From this premise, The Moral Gameplay Taxonomy has been developed. Devel...
Conference Paper
Full-text available
The overarching goals of this study are to better understand how monitoring the writing processes can be deeply integrated into writing practices using writing revision analytics and visualizations that may ultimately impact writing self-efficacy; and to examine the effects of a writing revision tool on users' writing awareness during individual an...
Article
Full-text available
p class="3">As online courses become more common, practitioners are in need of clear guidance on how to translate best educational practices into web-based instruction. Moreover, student engagement is a pressing concern in online courses, which often have high levels of dropout. Our goals in this work were to experimentally study routine instructio...
Conference Paper
Online Collectible Card Games (OCCGs) are enormously popular worldwide. Previous studies found that the social aspects of physical CCGs are crucial for players' motivation and engagement. We know little about the different types of sociability that OCCGs afford. This study aims to identify social design features that may affect players' sense of so...
Article
Full-text available
Despite the prevalence of PowerPoint in professional and educational presentations, surprisingly little is known about how effective such presentations are. All else being equal, are PowerPoint presentations better than purely oral presentations or those that use alternative software tools? To address this question we recreated a real-world busines...
Data
Experiment 1 audience post-survey. (PDF)
Data
Experiment 1 presenter pre-survey. (PDF)
Data
Experiment 1 audience pre-survey. (PDF)
Data
Experiment 2 audience post-survey. (PDF)
Data
Experiment 1 presenter post-survey. (PDF)
Conference Paper
Massive Open Online Courses (MOOCs) promise to engage a global audience and emphasize the democratic achievement of free, university-level education. While such open access enables participation, it is unclear how learners who are not fluent in English (ELLs) engage with MOOC content. After all, the language of MOOCs is English. In order to improve...
Chapter
Player identification is an outcome of gameplay experiences in virtual worlds and has been shown to affectenjoyment and reduce self-discrepancy. Avatar customization has potential to impact player identificationby shaping the relationship between the player and the character. This mixed method study examines theeffects of avatar-based customization...
Article
Full-text available
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identification is one of the outcomes of gameplay experiences in these worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar-based customization has potential to impact player identification by shaping the relationship between the pla...
Article
Digital instructional tools develop rapidly, and they can create novel learning experiences. Still, adoption of new formats is often expensive, and their efficacy is untested. Whiteboard animations are an increasingly popular form of educational media. Although recent research in the development of whiteboard animations is rich, there is a lack of...
Chapter
Recent research with Multi-User Virtual Environments (MUVEs) in education has shown that these platforms can be effective and engaging for students; however, educators and administrators have practical concerns about the adoption of MUVE-based curricula. This study looks at implementations of EcoMUVE, a MUVE-based curriculum designed to support mid...
Article
Full-text available
Customization is a ubiquitous feature of games and can be perceived as a series of choices that may influence players’ experiences. Opportunities for customization may give users decision-making authority over the technology, enabling them to shape and create their own experiences, as well as provide ways to be a part of a group based on their need...
Conference Paper
Full-text available
As famous game designer Sid Meier said, a game is a series of interesting choices (Rollings & Morris 2000, p. 38). Understanding the role and effect of choices, is critical to effective game design and, quite likely, to learning. With this in mind, the overarching question asked was: Do the effects of customization, defined as a series of choices,...
Chapter
Games allow players to perceive themselves in alternate ways in imagined worlds. Player identification is one of the outcomes of gameplay experiences in these worlds and has been shown to affect enjoyment and reduce self-discrepancy. Avatar-based customization has potential to impact player identification by shaping the relationship between the pla...
Article
Full-text available
Researchers have argued that an effort should be made to raise teachers’ and parents’ awareness of the potentially positive educational benefits of playing video games (e.g., see Baek, 20088. Baek, Y.K. (2008). What hinders teachers in using computer and video games in the classroom? Exploring factors inhibiting the uptake of computer and video gam...
Article
Full-text available
This paper will present powerful aspects of collectible card games (CCGs) and what these games might bring to a learning ecology by examining how CCGs stimulate creativity, cognition, and logical reasoning, and how these elements could aid players synthesizing knowledge, and develop skills that might be difficult to teach in a classroom setting. We...
Article
Full-text available
The goal of this study is to contribute to the growing literature on games and learning. We will discuss results from an exploratory study where we asked gamers' opinions about learning in games. The data was collected as part of a larger survey study on a variety of topics about games (N = 769). Four themes emerged from the data: 1) players learn...
Conference Paper
Full-text available
Collectible or Trading Card Games (CCGs or TCGs) are enormously popular. They achieve numbers of players normally associated with online digital games. Yet they are sparsely researched and rarely utilized in the growing field of games and learning. This paper aims to present the motivational and powerful aspects CCGs and start a discussion on what...
Conference Paper
Full-text available
A game's interface is where players communicate with the game, so it has intrinsic importance to players. As player interactions in a game get more advanced, so does the complexity of the game interface. Massively Multiplayer Online game (MMO) interfaces are at the top of the complexity pyramid as they can display plentiful information such as char...
Article
Full-text available
The object of the paper is to study some smooth surfaces M whose mean curvature vector H satisfies the H-recurrent condition DX H = λ(X)H in m-dimensional Euclidean space Em, where X is a tangent vector field of M and λ is a 1-form. First of all,we prove that the surfaces which satisfy the Hrecurrent condition in Em are R⊥-parallel (i.e., R⊥H = 0)....
Article
Full-text available
While large amounts of resources are put into making games engaging, little is known about the effect of specific game features such as customization. This study is part of a larger research which focuses on the effect of customization on user motivation, enjoyment and engagement. The goals of this exploratory survey study were to investigate the i...
Article
Full-text available
This paper discusses the impact of ‘The Dream It. Do It Initiative’ (D.I.D.I.), an informal learning program implemented in Teen Second Life (TSL), on leadership development. We found support for using TSL as a venue for leadership exploration. Specifically, we found that venturers became aware of the community issues in these worlds; they gained l...

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Projects (4)
Project
To understand how design principles affect player experiences. To get a deeper understanding, we are studying and comparing multiple games within the genre.