Sercan Şengün

MIT CSAIL

Postdoctoral Research Associate

20 Ames St.

Cambridge, MA 02139-4307

United States

SCHOLARLY PAPERS

3

DOWNLOADS

73

SSRN CITATIONS

0

CROSSREF CITATIONS

0

Scholarly Papers (3)

1.

Gaining Rewards vs Avoiding Loss: When Does Gamification Stop Being Fun?

Handbook of Research on Trends in Gamification, edited by Donna Davis & Harsha Gangadharbatla, p.48-72, IGI-Global, ISBN 978-1-4666-8651-9. DOI 10.4018/978-1-4666-8651-9.ch003.
Number of pages: 26 Posted: 18 Aug 2017
Selcen Ozturkcan, Selcen Ozturkcan and Sercan Şengün
EMLYON Business SchoolDepartment of Marketing, School of Business and Economics, Linnaeus University and MIT CSAIL
Downloads 44 (504,496)

Abstract:

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Gamification, regulatory fit, game element design

2.

Pleasure in Pain: How Accumulation in Gaming Systems Produce Grief

Gamer Psychology and Behaviour, edited by Barbaros Bostan, p.41-55, Springer International Publishing, ISBN 978-3-319-29903-7. DOI 10.1007/978-3-319-29904-4_3., Humanistic Management Association, Research Paper Series No. 17-36
Number of pages: 31 Posted: 18 Aug 2017
Selcen Ozturkcan, Selcen Ozturkcan and Sercan Şengün
EMLYON Business SchoolDepartment of Marketing, School of Business and Economics, Linnaeus University and MIT CSAIL
Downloads 23 (620,351)

Abstract:

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regulatory focus, regulatory fit, games, video games, compulsory gaming

3.

Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey

Şengün, S., and Ozturkcan, S. (2020), "Re-shaped by mobile technologies’ disruption: The videogame industry in Turkey," Studies on Marketing Insights, Volume 4, Issue 1, Pages 44-56.
Number of pages: 13 Posted: 12 Feb 2021
Sercan Şengün, Selcen Ozturkcan and Selcen Ozturkcan
MIT CSAIL and EMLYON Business SchoolDepartment of Marketing, School of Business and Economics, Linnaeus University
Downloads 6 (748,257)

Abstract:

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videogames, digital games, games, mobile, disruption