Özyurda Ergen, Mebrure Deniz

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Araş.Gör.
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01.01.04.04. Yeni Medya ve İletişim Bölümü
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25th International Conference on Intelligent Games and Simulation GAME-ON 20241
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Tripodos1
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Now showing 1 - 3 of 3
  • Article
    Citation - Scopus: 3
    Public perception of data visuals in media coverage during COVID-19 pandemic: The risk perception model revisited
    (Blanquerna School of Communication and International Relations tripodos@blanquerna.url.edu, 2020) Dilek Melike Ulucay; Gizem Melek; Deniz Özyurda-Ergen; Uluçay, Dilek Melike; Özyurda-Ergen, Deniz; Melek, Gizem
    The aim of this research is to examine the role that data visuals in media coverage play on the risk perception of the public in times of a pandemic. The article reports findings from an online survey of 191 adults regarding the trajectory of the risk perception model during COVID-19 pandemic in Turkey. We focused on eight statements clustered into three groups as indicators of the risk perception when the public came across with the data visuals: (1) the level of anxiety fear and panic arousals (2) the level of lacking credibility and trust and (3) the level of impression regarding fatality irreversible effects and catastrophic consequences. For the survey we selected 24 data visuals which attracted the most interaction from Facebook and Twitter accounts of the seven most popular news outlets. We asked respondents to score eight items for each 24 data visuals of COVID-19 news reports. The results suggest that the respondents find the data presented in visuals credible and trustworthy and they agree that the visuals depict risk elements in many cases. Implications of the low and high levels of risk perception regarding data visuals on media for the risk communication theory are discussed. © 2020 Elsevier B.V. All rights reserved.
  • Conference Object
    THE WAR NEVER CHANGES BUT THE MEDIUM DOES: WORLDBUILDING ASPECT OF THE FALLOUT FRANCHISE IN TERMS OF TRANSMEDIA STORYTELLING
    (EUROSIS, 2024) Ertuğrul Süngü; Deniz Özyurda-Ergen; Sungu, Ertugrul; Ozyurda-Ergen, Deniz; B. Bostan , G. Catak , P. Geril
    With the incorporation of new media into daily life traditional media concepts have become inadequate in demonstrating the interaction between audience player or reader and media texts necessitating new concepts to understand this rapid evolution. One of the most significant contributions of new media digital games has highlighted the importance of defining the required interaction for understanding these games as narratives. The concept of transmedia storytelling developed by pioneer Henry Jenkins has become crucial in this regard. Re-examining each new media text through this concept is essential for generating new meanings and comprehending the texts. In this context analyzing the narrative universe of the groundbreaking and culturally renowned role-playing game Fallout through one of the seven key concepts of transmedia storytelling worldbuilding aids in understanding the game's impact and interaction as well as the audience's relationship with Fallout's dystopia. This study is an example of a close reading of a cult game as a narrative and another significant and current example of how the transmedia storytelling influences the relationship between the audience/player and the text itself. © 2024 Elsevier B.V. All rights reserved.
  • Article
    Türkiye Dijital Oyun Ekosisteminde Kadınlar: Alana Erken Dönem Katkı Süreçlerinde Kadın Çalışanların Deneyimleri
    (2025) Ertugrul Sungu; Deniz Özyurda Ergen; Sungu, Ertugrul; Ergen, Deniz Özyurda
    Bu çalışma Türkiye’de dijital oyun sektöründe uzun süredir çalışan kadınların toplumsal cinsiyet kimlikleri ve sektör içindeki deneyimlerini incelemektedir. Kadınların sektörün çeşitli alanlarında cinsiyet temelli ayrımcılık ve zorluklarla karşılaştıkları dinamikler detaylı bir şekilde ele alınmıştır. Derinlemesine görüşmeler aracılığıyla kadınların sektördeki görünürlüğü eşitsizlikle mücadele yöntemleri ve kadın dayanışması hakkında önemli bulgulara ulaşılmıştır. Ayrıca sektördeki ataerkil yapı ve kadınların bu yapıyla baş etme stratejileri üzerinde durulmuş sektördeki eşitlikçi dönüşüm için önerilerde bulunulmuştur. Çalışma dijital oyun sektöründe kadınların daha sağlam bir yere sahip olabilmesi için gerekli adımları tartışmaktadır.