Selen Türkay

Orcid: 0000-0001-8684-2070

According to our database1, Selen Türkay authored at least 46 papers between 2013 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
Do videogame rewards influence players' subsequent prosocial engagement? A preregistered partial replication study on the role of reward and reasoning.
Int. J. Hum. Comput. Stud., January, 2024

2023
Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions.
Behav. Inf. Technol., August, 2023

2022
Definitions of Esports: A Systematic Review and Thematic Analysis.
Proc. ACM Hum. Comput. Interact., 2022

Esports meets human-computer interaction.
Interactions, 2022

Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic.
Comput. Hum. Behav., 2022

Self-Regulation as a Mediator of the Associations Between Passion for Video Games and Well-Being.
Cyberpsychology Behav. Soc. Netw., 2022

Development of an Immersive Visualisation System for the 3D Learning of Complex Rock Structures.
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022, 2022

An Immersive Fold Instruction Module for Training Undergraduate Geologists.
Proceedings of the 34th Australian Conference on Human-Computer Interaction, OzCHI 2022, Canberra, ACT, Australia, 29 November 2022, 2022

Self-Determination Theory in HCI: Shaping a Research Agenda.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Motivation Outcomes in Math-Related Videogames.
Technol. Knowl. Learn., 2021

Process training for industrial organisations using 3D environments: An empirical analysis.
Comput. Ind., 2021

Process Activity Ontology Learning From Event Logs Through Gamification.
IEEE Access, 2021

Towards Designing Immersive Geovisualisations: Literature Review and Recommendations for Future Research.
Proceedings of the OzCHI '21: 33rd Australian Conference on Human-Computer Interaction, Melbourne, VI, Australia, 30 November 2021, 2021

Virtual Reality Esports - Understanding Competitive Players' Perceptions of Location Based VR Esports.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Engaging with Nature Sounds & Citizen Science by Designing for Creative & Contextual Audio Encounters.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Meals for Monsters: a Mobile Application for the Feasibility of Gaming and Social Mechanisms.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

Special Interest Group: The Present and Future of Esports in HCI.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
Making friends in online games: gender differences and designing for greater social connectedness.
Behav. Inf. Technol., 2020

Collaborative and Interactive Detection and Repair of Activity Labels in Process Event Logs.
Proceedings of the 2nd International Conference on Process Mining, 2020

Tradies, Technology and Therapy: Towards Designing Gameful VR Environments for Burn Rehabilitation.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

See No Evil, Hear No Evil, Speak No Evil: How Collegiate Players Define, Experience and Cope with Toxicity.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Understanding Women Modders using the Serious Leisure Perspective.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Towards a Smart and Socialised Augmented Reality.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

Exploration of Aural & Visual Media About Birds Informs Lessons for Citizen Science Design.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Vague Gesture Control: Implications for Burns Patients.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Social Robots with Gamification Principles to Increase Long-Term User Interaction.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Shape Recognition and Selection in Medical Volume Visualisation with Haptic Gloves.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

The Role of Visual Detail during Situated Memory Recall within a Virtual Reality Environment.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Virtual and Augmented Reality for Positive Social Impact.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

The Effects of Customisation on Player Experiences and Motivation in a Virtual Reality Game.
Proceedings of the OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, 2019

Towards a Typology for Playable Digital Interventions in Urban Public.
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2019

Differences in Player Experiences of Need Satisfaction Across Four Games.
Proceedings of the 2019 DiGRA International Conference: Game, 2019

Understanding Turkish NGOs' Digital Technology Use in Helping Refugees in Turkey.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Friending to Flame: How Social Features Affect Player Behaviours in an Online Collectible Card Game.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Exploring Uses of Augmented Reality in Participatory Marketing.
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Understanding online collectible card game players' motivations: a survey study with two games.
Proceedings of the 30th Australian Conference on Computer-Human Interaction, 2018

Educational virtuality: cognitive benefits, design processes and new frontiers.
Proceedings of the 30th Australian Conference on Computer-Human Interaction, 2018

Player Choices, Game Endings and the Design of Moral Dilemmas in Games.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Toxic Behaviors in Esports Games: Player Perceptions and Coping Strategies.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

Itero: A Revision History Analytics Tool for Exploring Writing Behavior and Reflection.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Appeal of online collectible card games: social features of hearthstone.
Proceedings of the 29th Australian Conference on Computer-Human Interaction, 2017

Getting to Know English Language Learners in MOOCs: Their Motivations, Behaviors, and Outcomes.
Proceedings of the Fourth ACM Conference on Learning @ Scale, 2017

2016
The effects of whiteboard animations on retention and subjective experiences when learning advanced physics topics.
Comput. Educ., 2016

2014
The Effects of Avatar: Based Customization on Player Identification.
Int. J. Gaming Comput. Mediat. Simulations, 2014

Moved to learn: The effects of interactivity in a Kinect-based literacy game for beginning readers.
Comput. Educ., 2014

2013
Learning by teaching with virtual peers and the effects of technological design choices on learning.
Comput. Educ., 2013


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