VIR2L: Virtual Identity and Representation Research Lab
We explore the intersections of identity, representation, and interactive systems, focusing on how virtual environments shape and reflect personal and cultural experiences.
Learn MoreOur research goals are to produce breakthrough results, publications, and academic tools in three main areas:
Design principles for better virtual identity systems in digital platforms
We aim to explore how virtual identity systems embody and reinforce cultural norms, paragons, stereotypes, and prejudices. We find this to be a high-stake issue in the future of digital communications as it affects the access, performance, and engagement of people from different cultures to digital media platforms.
Digital narratives on cultural and personal representations
As well as investigating new methods of digital and interactive storytelling, we also develop critical analysis of algorithms and data structures in cultural, gender, and ethnic representations in virtual environments.
Cross-cultural challenges in media production and use
We collect, scrape, and archive data about how relatively smaller industries and both local and global audiences interact. Towards this aim, we also study the challenges in emerging and subaltern national media scenes.
We disseminate our findings through academic publications, industry white papers, and design guides.
Identities in video games
Tabula rasa identities and passive spectatorship in video games: A case study on walking simulators
In: Digital Games 2.0 Identity.
Istanbul: Nobel Academic Press.
Contours of virtual enfreakment in fighting game characters
2022, Sercan Şengün, Peter Mawhorter, James Bowie-Wilson, Yusef Audeh, Haewoon Kwak, D. Fox Harrell
Technological Forecasting and Social Change 180(121797).
Do players communicate differently depending on the champion played? Exploring the Proteus effect in League of Legends
2022, Sercan Şengün, João M. Santos, Joni Salminen, Soon-gyo Jung, and Bernard J. Jansen
Technological Forecasting and Social Change 177(121556)
Why do I fall for the elf, when I am no orc myself? The implications of virtual avatars in digital communication
Comunicação e Sociedade 27: pp. 181-193.
A semiotic reading of digital avatars and their role of uncertainty reduction in digital communication
2015, Sercan Şengün
Journal of Media Critiques, Digital Communication Impact Special Issue.
Representations in virtual worlds
Azeroth has a workplace gender inequality problem: Gendered professions bias in virtual worlds
2022, Sercan Şengün, Jennifer Price, Lyndsie Schlink, Kristin Walker
In: Games and Narrative: Theory and Practice.
Cham: Springer.
Africa and the avatar dream: Mapping the impacts of videogame representations of Africa
2021, D. Fox Harrell, Sercan Şengün, Danielle Olson
In: The Digital Black Atlantic.
Minneapolis, MN: University of Minnesota Press.
The Sims franchise, a retrospective of racial representation and skin tones
2021, Lauren Elizabeth Stipp, Sercan Şengün
Encyclopedia of Computer Graphics and Games, Cham, Sweden: Springer International Publishing.
Online representations of cultures
An analysis of the use of religious elements in Assassin’s Creed Origins
2022, Özge Mirza, Sercan Şengün
In: Games and Narrative: Theory and Practice.
Cham: Springer.
Identifying regional trends in avatar customization
2018, Peter Mawhorter, Sercan Şengün, Haewoon Kwak, and D. Fox Harrell
IEEE Transactions on Games 10(2): pp.1-13.
Virtual identity systems should better support gulf nationals
2018, Sercan Şengün, D. Fox Harrell
The Oxford Gulf and Arabian Peninsula Studies Forum, University of Oxford.
Exploring the relationship between game content and culture-based toxicity: A case study of League of Legends and MENA players
2019, Sercan Şengün, Joni Salminen, Peter Mawhorter, Soon-Gyo Jung, Bernard Jansen
HT '19, the 30th ACM Conference on Hypertext and Social Media, Sept. 17-20, 2019, Hof, Germany.
Analyzing hate speech toward players from the MENA in League of Legends
2019, Sercan Şengün, Joni Salminen, Soon-Gyo Jung, Peter Mawhorter, Bernard Jansen
CHI EA '19 Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, May 4-9, 2019, Glasgow, Scotland.
Generating cultural personas from social data: A perspective of Middle Eastern users
2017, Joni Salminen, Sercan Şengün, Haewoon Kwak, Bernard Jansen, Jisun An, Soon-Gyo Jung, Sarah Vieweg, D. Fox Harrell
IEEE International Conference on Future Internet of Things and Cloud (FiCloud-2017), August 21-23, 2017, Prague, Czech Republic.
Culturally-grounded analysis of everyday creativity in social media: A case study in Qatari context
2017, D. Fox Harrell, Sarah Vieweg, Haewoon Kwak, Chong-U Lim, Sercan Sengun, Ali Jahanian, Pablo Ortiz
C&C '17: the 2017 ACM SIGCHI Conference on Creativity and Cognition, June 27-30, 2017, Singapore.
Interactive narratives
Six degrees of videogame narrative
2022, Sercan Şengün
In: Games and Narrative: Theory and Practice.
Cham: Springer.
Cybertexts, hypertexts and interactive fiction: Why shan't the prodigal children overthrow their forefathers
2013, Sercan Şengün
LIT FICTION: Innovation, Difference, Irregularity, Istanbul: Mimar Sinan University Press
Emerging media scenes
Who owns the virtual worlds: The ownership tensions between developers and players
2023, Sercan Şengün
In: Digital Games 2.0 Identity.
Istanbul: Nobel Academic Press.
"It is so good, it cannot be Turkish": A case study of local video game producers versus local gamer communities
2020, Sercan Şengün, Güven Çatak, Mustafa Feyyaz Sonbudak
In: Creative Industries in Turkey.
Berlin: Peter Lang Publishing.
A survey of marketing management for videogames industry in Turkey
2018, Sercan Şengün
In: Marketing Management in Turkey.
Bradford, UK: Emerald Publishing.
Gaze of the local vs the other: Images of Istanbul in video games
2015, Sercan Şengün
In: IMAGES (IV) - Images of the Other.
Berlin: Lit Verlag.
Re-shaped by Mobile Technologies’ Disruption: The Videogame Industry in Turkey
2020, Sercan Şengün, Selcen Ozturkcan
Studies on Marketing Insights 4(1): pp. 44-56.
We create interesting work in our research areas. For example, we create physical and digital games, as well as data visualization projects and websites.
See some selected work listed below.
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Missing
(2024, VR, Meta Quest Store)
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You are on mute
(2022, Board Game, The Game Crafter)
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Who goes there?
(2021, Expressive Computing, Itch.io)
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Your quest, should you choose to accept it!
(2020, Card Game, The Game Crafter)
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Why do they fight?
(2018, Data Visualization, online)
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Where2Begin
(2016, Expressive Computing, online)
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Neverwhere
(2016, Expressive Computing, online)
Let´s start a project together!