
Tonguc Ibrahim SezenTeesside University · Department of Communications, Media & Arts
Tonguc Ibrahim Sezen
PhD
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40
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124
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Citations since 2017
Publications
Publications (40)
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...
At least since early-1990s, ancillary publications claiming to be authentic documents originating from the galaxy far far away have accompanied Star Wars’ transmedia corpus. Written in the form of institutional reports, educational manuals, ideological texts, propaganda posters, and similar non-fictional documents, these “epistolary paratexts” offe...
This chapter investigates the historical evolution and characteristics of epistolary paratexts of the Doctor Who franchise. Written in an in-universe style and imitating the form of scientific reports, engineering manuals, and technical drawings, these ancillary texts project and add verisimilitude to the world of Doctor Who by describing the inner...
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...
Media narratives inform our ideas of the future - and Games are currently making a significant contribution to this medial reservoir. On the one hand, Games demonstrate a particular propensity for fantastic and futuristic scenarios. On the other hand, they often serve as an experimental field for the latest media technologies. However, while dystop...
Mixed reality applications can enrich museum exhibits and make them more attractive to an audience of adolescents. However, in the design of such applications, we face a myriad of possibilities and little guidance on how to choose between (early) alternatives. In this paper, we explore the notion of experience blend - which could act as an aestheti...
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...
Museums are crucial elements of regional and local cultural offerings and can play a major role in tourism-related, educational, economical and urban-planning policies. To increase visitor numbers and thus further cultural exchange between regions and economical profit, we provide insight to a storytelling-based smart-city approach that routes user...
The use of mobile apps has become a significant part of people’s daily life. Mobile apps are used not only to share or have information on social platforms but also to socialise and meet basic human needs. Mobile apps have an incontrovertible potential to provide not only interpersonal communication among users but also help for cultural institutio...
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...
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...
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...
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...
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...
In his book Best Before: Videogames, Supersession and Obsolescence, James Newman argues that game remakes are the result of planned obsolescence imposed on gaming by commercial practices “drawing on notions of ‘halfwayness’ and hardware and software that is always in forward motion” (Newman, 2012, p. 82). Although this is a valid critical point on...
As the domain of Interactive Digital Narrative matures, it becomes increasingly important for researchers to understand the conceptual differences and underlying theories in the different approaches. This paper presents new theoretical perspectives on the fragmented theory and practice within the domain and proposes first steps towards a unified th...
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...
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...
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...
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...
Since the early days of the film history audiences’ position towards film is a topic of discussion and experimentation. Directors with different artistic, ideological and commercial motivations tried and still try to make films where the audiences can be more than passive observers. One of the major trends in this field is the production of films o...
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...
After its release of the toy series Friends in 2012, the LEGO Group, which is usually praised for the quality and educational features of its toys, has been criticized by feminist organizations for offering young girls negative social gender models. Inspired by this criticism, this article explores the social gender representation in LEGO brand toy...
An important step towards a theoretical understanding of interactive digital narrative is a classification system for existing artifacts. Many artifacts in Interactive Digital Storytelling provide a challenge to taxonomies derived from literature or film. The lack of a thorough classification system is also a serious hindrance to theoretical work,...
(From introduction) ...Dijital oyunları aynı anda hem oyunsal hem de teknolojik yönleri ile ele alan Tonguç İbrahim Sezen, aynı zamanda dijital medyaya olan bakışımızı da sorguluyor. Platform, dijital teknoloji ve tasarim iliskisini Robinett`in Adventure oyunu uzerinden inceleyen Sezen, oyunların ne sadece geleneksel meydaya yönelik yöntemlerle ne...
(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...
As a new research domain matures, it becomes increasingly important for researchers to agree on a shared vocabulary. For researchers
in Interactive Digital Storytelling, this is a particular challenge, because researchers come from many different domains
and bring their own terminology with them. This workshop exposes and explores the differences i...
The workshop explores Narratology as applied to Interactive Digital Storytelling. It presents different strands in established Narratology and the foundations they are built on. Then it discusses different attempts to apply and reconcile Narratology with Interactive Digital Storytelling. The workshop is designed to expose these differences by apply...
This paper compares methods and objectives of cheating in low-tech and high-tech interactive entertainment, oral storytelling tradition and computer gaming. Oral story traditions are one of the oldest forms of interactive entertainment. The interaction between the audience and the story- teller is a limited form of interpersonal communication and i...
Projects
Projects (3)
To create Mixed-Realities applications for eight museums in two countries establishing and interactive story connecting the different museums