Talks by Guven Catak
Books by Guven Catak
A report on gamedev-oriented higher education in four countries, based on reciprocal study visits... more A report on gamedev-oriented higher education in four countries, based on reciprocal study visits to Kazimierz Wielki University in Bydgoszcz (Poland), Charles University in Prague (Czechia), University of Jyväskylä in Jyväskylä (Finland), and Bahçeşehir University in Istanbul (Turkey). It is an overview of curricula, learning outcomes, collaboration with the game industry, and prospects for development for each institution. It also outlines the country-specific contexts of the national higher-ed system, the game industry, and gamedev organisations and communities.
Edited Proceedings by Guven Catak
Lecture Notes in Computer Science, 2013
This book constitutes the refereed proceedings of the 6th International Conference on Interactive... more This book constitutes the refereed proceedings of the 6th International Conference on Interactive Storytelling, ICIDS 2013, Istanbul, Turkey, November 2013. The 14 revised full papers presented together with 10 short papers were carefully reviewed and selected from 51 submissions. The papers are organized in topical sections on theory and aesthetics; authoring tools and applications; evaluation and user experience reports; virtual characters and agents; new storytelling modes; workshops.
Book Chapters by Guven Catak

Creative Industries in Turkey, 2020
Introduction
Jenkins (2012; Jenkins & Deuze, 2008) proposes that today’s media cultural scene is... more Introduction
Jenkins (2012; Jenkins & Deuze, 2008) proposes that today’s media cultural scene is a participatory one. This defines both the consumption of the media and the processes of production. Especially for the video games industry, it is seemingly less and less possible for gamers to consume a video game without actually participating in its extended media presence (e.g., social media content and interactions, gaming news, review videos, playthrough videos, fan fiction, fan art, forums, walkthroughs, leaderboards, internet memes, transmedia practices, etc.). Postigo (2007) asserts that “the fan culture for digital games is deeply embedded in shared practices and experiences among fan communities, and their active consumption contributes economically and culturally to broader society.” (p. 300) Video game producers begin this communication and participation process during the production of a game, and an increasing number of video games rely on prerelease marketing or communication to be successful. Preview copies, demos, crowd-source funding, developer blogs, and alpha and beta tests constitute some of the methods mobilized for this aim. Equally useful are do-it-yourself tools and media kits released along with the video games to promote fan production and modding.
A contemporary discussion focusing on gamers, however, underlines that excessive critique and exercise of power in production of games from the perspective...
Papers by Guven Catak
bilgiyi işleme biçimlerinde köklü bir değişime sebep olmuştur. Gelişen teknolojiye paralel olarak... more bilgiyi işleme biçimlerinde köklü bir değişime sebep olmuştur. Gelişen teknolojiye paralel olarak değişen ihtiyaç ve

Real Estate market and real estate development process provide significant data for understanding... more Real Estate market and real estate development process provide significant data for understanding the formation of “built environment” and the “urban processes”. All the same, for a long period of time it was evaluated as the background in which urban relations take place and was also assumed to be relatively passive. The economical structure that has been changing since 80’s, in relation with the real estate market, gave rise to important transformation in cities. From then on, focus on the subject accelerated. It can be observed that in terms of literature there are three main approaches evaluating the issue. While neo-classical approach identifies “the real estate” from the perspective of supply&demand, political economy approach interprets the issue in the context of the flow of capital to “constructed area” during the capital accumulation process and lastly institutionalist approach by evaluating “the more concrete”, concentrates on the instutions shaping the process.
Mobile games have a potential to assist in the acculturation of immigrants and refugees. We propo... more Mobile games have a potential to assist in the acculturation of immigrants and refugees. We propose how to design such games collaboratively based on co-design approach. We also review relevant game mechanics and technologies such as multiplaying, interactive storytelling, gamification, and virtual reality.

AJIT-e: Online Academic Journal of Information Technology, 2020
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...

AJIT-e: Online Academic Journal of Information Technology, 2020
Since the contemporary game production process is based on the Integrated Development Environment... more Since the contemporary game production process is based on the Integrated Development Environment (IDE) applications, it is easier for developers to create multiple versions of their game for both VR and desktop platforms. This provided a great opportunity for researchers to conduct comparative studies to explore the user experience of the relatively novel virtual reality applications In this study, we evaluated a puzzle game through a within-subjects experiment design using objective measures of game success and gameplay duration, as well as plenty of subjective measures in order to assess game user experience, comparing desktop and VR. In addition to selected dimensions of GUESS (Game User Experience Satisfaction Scale), we employed MEC-SPQ (Measurement Effects Conditions - Spatial Presence Questionnaire) to measure presence. Furthermore, we employed NASA-TLX (NASA Task Load Index) to compare the perceived task complexity of the same task executed in VR and desktop gaming environm...

Mugla Journal of Science and Technology, 2021
I-group Presence Questionnaire (IPQ), which is used to evaluate the mediated experience of presen... more I-group Presence Questionnaire (IPQ), which is used to evaluate the mediated experience of presence -especially for virtual reality applications- is originally developed in German and translated to several other languages. However, there is not any psychometric study for these translations including English version, except the Portuguese and Persian translations. We evaluated English translation of IPQ with 36 participants through 12 VR sessions with an overall of 432 samples. Using a partial least squares based factor analysis approach, the original 14-item set is trimmed into 11-items in order to achieve better psychometric qualities. In addition, a covariance based confirmatory factor analysis is executed to compare models. Several indices, even the conservative Cronbach’s alpha indicated that the subscales of 11-item version are reliable, but not the 14-item version. Eliminated items did not lead to a decrease in scales’ sensitivity to identify different levels of Realism, Spati...

Lecture Notes in Computer Science, 2013
La versione definitiva è disponibile alla URL: [http://www.aracneeditrice.it/aracneweb/index.php/... more La versione definitiva è disponibile alla URL: [http://www.aracneeditrice.it/aracneweb/index.php/pubblicazione.html?item=978885 4884380] 1 Perché in inglese? Perché l'espressione inglese copre un campo semantico più ampio: rispetto ai termini italiani romanzo, racconto, narrazione, narrativa, ecc. che restano limitati all'ambito letterario e al linguaggio verbale (orale e scritto), lo storytelling si applica anche al campo del visuale e soprattutto dell'immagine in movimento (video e cinema); inoltre, a differenza dei termini italiani citati sopra, lo storytelling comprende testi sia di fiction (di nuovo un termine anglosassone intraducibile, che comprende letteratura e cinema), sia di non fiction, come giornalismo, formazione, pubblicità, e altro.
cim.anadolu.edu.tr
... GÜVEN ÇATAK [email protected] Bahçeşehir University (Turkey) ... a basic design course... more ... GÜVEN ÇATAK [email protected] Bahçeşehir University (Turkey) ... a basic design course as the case of study as applied in some foundation universities in Turkey. ... Bildiri, görme şekilleri ve görsel iletişim tasarımı alanında egemen olan temel tasarım kurgusunun, iletişim ...
International Series on Computer Entertainment and Media Technology, 2016
Research on player psychology is gaining increasing attention and this study aims to fill this ga... more Research on player psychology is gaining increasing attention and this study aims to fill this gap in the literature by empirically exploring the motivational factors of gameplay and defining independent player profiles. Using the psychological need framework defined by Explorations in Personality, 1938, this research collected data from game players (n = 503), using a questionnaire. Results of the study found five motivational factors: Affiliation, Power, Achievement, Self-Protection, and Curiosity, and defined six player types: Casual Players, Affiliation Seekers, Power Seekers, Impression Managers, Aggressors, and Intellectuals. This study is unique in that it is capable of recognizing player behavior within a computer game by matching motivational components with individual player actions.

World Journal on Educational Technology: Current Issues, 2019
The aim of the study was to validate a prototype of a game-based educational tool for improving a... more The aim of the study was to validate a prototype of a game-based educational tool for improving auscultation skills. The tool was presented to 12 medical school students studying at a foundation university. The data collection tools of the study were: Cardiac sound identification form, educational tool evaluation form and auscultation survey form. Key findings of the study were: 1—Each medical student increased their identification skills and retention was possible. 2—The most incorrectly identified heart sound was the most correctly identified heart sound after using the tool. 3—Medical students sided with the tool for it is flexible, quicker method of learning and getting feedback, can be used anytime, anywhere without interruption of daily life. 4—Since students felt skillful and epic, in real-World tackling problems, on the mission; saving lives, and competitive, they repeated the content otherwise they would not. 5—The tool created a hype and motivation for further learning. 6—...
GAMEHIGHED connects four universities and a game industry association in a 3-year project to deve... more GAMEHIGHED connects four universities and a game industry association in a 3-year project to develop innovative teaching programmes, open edu-resources [OER] and recommendations for higher education leading to game dev careers.

Kültür ve İletişim, 2020
Video games borrow fictional worlds from other media or create their own unique worlds to spread ... more Video games borrow fictional worlds from other media or create their own unique worlds to spread to a wider audience but how these virtual worlds are created or what kind of components are used to build them are important questions that can be studied well with a systematic analysis of their content. It is also important to note here that once a fictional world is successful for one type of media, it usually expands through different media, which is defined as media narrative convergence or transmedia storytelling. This study attempts to find out the patterns and trends of worldbuilding methods in the fictional worlds of computer role-playing games. Adopting a systematic content analysis approach, 10 most successful computer roleplaying games are analyzed to identify their worldbuilding components and transmedial extensions. The analysis of video games includes information about the game world (world type, world map, distinct elements), points of interest and their corresponding map icons, species found in the fictional world (player species, flora, fungi, creatures, sentient species), information about culture (religion, language, government type, social organizations, the use of magic or technology). In this regard, repeating patterns of worldbuilding in games are presented and the framework that consists of three components (place, species, culture). The effects of each fictional world on different media are also given.

International Series on Computer Entertainment and Media Technology, 2016
Why sugar is sweet? Why sexual activities are pleasurable? Why computer games are fun? Answers to... more Why sugar is sweet? Why sexual activities are pleasurable? Why computer games are fun? Answers to such questions may end up in circular reasoning unless findings from evolutionary biology and neuroscience are not utilized. The brain circuits that determine and modulate the hedonic impact of events and substances are relatively well described and evolutionary theories help us understand the advantages of assigning such a value to “pleasurable” things and activities. The question “Why games are fun,” however, seems to require a further understanding of human neuropsychology and evolution because computer games are a very novel part of our lives as a species and quite alien to our past. This concise yet rather dense chapter aims to present a brief introduction and a road map for further reading toward our current scientific understanding of play behavior and how it lays the foundations of the modern phenomena called gaming. Diverse topics ranging from the evolution and adaptive value of play to the neuronal circuits that enable us to derive pleasure from it will be briefly discussed along with examples from experimental studies conducted in humans and animals to elaborate on the “fun” and sometimes addictive nature of games.
International Series on Computer Entertainment and Media Technology, 2016
Research on player psychology is gaining increasing attention and this study aims to fill this ga... more Research on player psychology is gaining increasing attention and this study aims to fill this gap in the literature by empirically exploring the motivational factors of gameplay and defining independent player profiles. Using the psychological need framework defined by Explorations in Personality, 1938, this research collected data from game players (n = 503), using a questionnaire. Results of the study found five motivational factors: Affiliation, Power, Achievement, Self-Protection, and Curiosity, and defined six player types: Casual Players, Affiliation Seekers, Power Seekers, Impression Managers, Aggressors, and Intellectuals. This study is unique in that it is capable of recognizing player behavior within a computer game by matching motivational components with individual player actions.
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Talks by Guven Catak
Books by Guven Catak
Edited Proceedings by Guven Catak
Book Chapters by Guven Catak
Jenkins (2012; Jenkins & Deuze, 2008) proposes that today’s media cultural scene is a participatory one. This defines both the consumption of the media and the processes of production. Especially for the video games industry, it is seemingly less and less possible for gamers to consume a video game without actually participating in its extended media presence (e.g., social media content and interactions, gaming news, review videos, playthrough videos, fan fiction, fan art, forums, walkthroughs, leaderboards, internet memes, transmedia practices, etc.). Postigo (2007) asserts that “the fan culture for digital games is deeply embedded in shared practices and experiences among fan communities, and their active consumption contributes economically and culturally to broader society.” (p. 300) Video game producers begin this communication and participation process during the production of a game, and an increasing number of video games rely on prerelease marketing or communication to be successful. Preview copies, demos, crowd-source funding, developer blogs, and alpha and beta tests constitute some of the methods mobilized for this aim. Equally useful are do-it-yourself tools and media kits released along with the video games to promote fan production and modding.
A contemporary discussion focusing on gamers, however, underlines that excessive critique and exercise of power in production of games from the perspective...
Papers by Guven Catak
Jenkins (2012; Jenkins & Deuze, 2008) proposes that today’s media cultural scene is a participatory one. This defines both the consumption of the media and the processes of production. Especially for the video games industry, it is seemingly less and less possible for gamers to consume a video game without actually participating in its extended media presence (e.g., social media content and interactions, gaming news, review videos, playthrough videos, fan fiction, fan art, forums, walkthroughs, leaderboards, internet memes, transmedia practices, etc.). Postigo (2007) asserts that “the fan culture for digital games is deeply embedded in shared practices and experiences among fan communities, and their active consumption contributes economically and culturally to broader society.” (p. 300) Video game producers begin this communication and participation process during the production of a game, and an increasing number of video games rely on prerelease marketing or communication to be successful. Preview copies, demos, crowd-source funding, developer blogs, and alpha and beta tests constitute some of the methods mobilized for this aim. Equally useful are do-it-yourself tools and media kits released along with the video games to promote fan production and modding.
A contemporary discussion focusing on gamers, however, underlines that excessive critique and exercise of power in production of games from the perspective...