seray şenyer - Academia.edu (original) (raw)

Papers by seray şenyer

Research paper thumbnail of Turkish Adaptation Study of the Game User Experience Satisfaction Scale: GUESS-TR

International Journal of Human–Computer Interaction

Research paper thumbnail of Narrative as a Game User Experience Dimension: An Experimental Study

International Series on Computer Entertainment and Media Technology

The concept of user experience is the subjective relationship between the user and the applicatio... more The concept of user experience is the subjective relationship between the user and the application, with special emphasis on interaction. Accordingly, the concept of player experience is the subjective relationship between the player and the game, again with special emphasis on interaction but the interactive nature of digital games necessitates different methods to analyze user experience since the player is not merely an interactor but an active participant that shapes his/her own experience with his/her actions and choices. In this regard, modeling player experience is a diverse field of research. Wiemeyer et al. (2016) divided psychological models of player experience into two, general models that have been developed for a wide range of application areas including gaming and domain-specific models that have been developed especially for gaming. The general psychological models are Self-Determination Theory (SDT) of Ryan and Deci (2000), the Flow model of Nakamura and Csikszentmihalyi (2002), Attention, Relevance, Confidence, Satisfaction (ARCS) model of Keller (1987), and the various presence/immersion studies in literature. These generic models were developed for other fields of study and although there were attempts to apply them to gaming, narrative is not an individual dimension of player experience in any of them. SDT was extended and applied to gaming with the Player Experience of Need Satisfaction (PENS) model (Ryan et al. 2006) and the three dimensions of player experience are: PENS in-game autonomy, PENS in-game competence, PENS ingame relatedness. Flow model has been modified by Sweetser and Wyeth (2005) as GameFlow and consists of eight elements: concentration, challenge, skills, control,

Research paper thumbnail of A Guideline Study For Designing Virtual Reality Games

AJIT-e: Online Academic Journal of Information Technology

Virtual reality has great potential for immersive experiences that is not available in other medi... more Virtual reality has great potential for immersive experiences that is not available in other mediums. Thus, it has a significant place in the entertainment and the game industry. However, creating a well-designed immersive experience can be extremely complicated due to the replacement of human perception from the real-world to an isolated virtual world. Understanding the essentials of virtual reality (VR) experiences and game design principles is necessary for designing an immersive VR game. Although there are many differences in design elements of VR games according to the experience that is wanted to be given to the player, many games also have common elements. In the line of this view, a guideline is aimed to be framed for VR game designers in the current study. For this purpose design pillars of VR experiences and game design principles were reviewed, and five VR games were analyzed. Games are highly plastic mediums that can be adapted to any environment and technology. Many gam...

Research paper thumbnail of Turkish Adaptation Study of the Game User Experience Satisfaction Scale: GUESS-TR

International Journal of Human–Computer Interaction

Research paper thumbnail of Narrative as a Game User Experience Dimension: An Experimental Study

International Series on Computer Entertainment and Media Technology

The concept of user experience is the subjective relationship between the user and the applicatio... more The concept of user experience is the subjective relationship between the user and the application, with special emphasis on interaction. Accordingly, the concept of player experience is the subjective relationship between the player and the game, again with special emphasis on interaction but the interactive nature of digital games necessitates different methods to analyze user experience since the player is not merely an interactor but an active participant that shapes his/her own experience with his/her actions and choices. In this regard, modeling player experience is a diverse field of research. Wiemeyer et al. (2016) divided psychological models of player experience into two, general models that have been developed for a wide range of application areas including gaming and domain-specific models that have been developed especially for gaming. The general psychological models are Self-Determination Theory (SDT) of Ryan and Deci (2000), the Flow model of Nakamura and Csikszentmihalyi (2002), Attention, Relevance, Confidence, Satisfaction (ARCS) model of Keller (1987), and the various presence/immersion studies in literature. These generic models were developed for other fields of study and although there were attempts to apply them to gaming, narrative is not an individual dimension of player experience in any of them. SDT was extended and applied to gaming with the Player Experience of Need Satisfaction (PENS) model (Ryan et al. 2006) and the three dimensions of player experience are: PENS in-game autonomy, PENS in-game competence, PENS ingame relatedness. Flow model has been modified by Sweetser and Wyeth (2005) as GameFlow and consists of eight elements: concentration, challenge, skills, control,

Research paper thumbnail of A Guideline Study For Designing Virtual Reality Games

AJIT-e: Online Academic Journal of Information Technology

Virtual reality has great potential for immersive experiences that is not available in other medi... more Virtual reality has great potential for immersive experiences that is not available in other mediums. Thus, it has a significant place in the entertainment and the game industry. However, creating a well-designed immersive experience can be extremely complicated due to the replacement of human perception from the real-world to an isolated virtual world. Understanding the essentials of virtual reality (VR) experiences and game design principles is necessary for designing an immersive VR game. Although there are many differences in design elements of VR games according to the experience that is wanted to be given to the player, many games also have common elements. In the line of this view, a guideline is aimed to be framed for VR game designers in the current study. For this purpose design pillars of VR experiences and game design principles were reviewed, and five VR games were analyzed. Games are highly plastic mediums that can be adapted to any environment and technology. Many gam...