Karanfiloğlu, Mehmet

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E-posta Adresi ORCID Profili WoS Profili YÖK Araştırmacı Profili Google Akademik Profili TR-Dizin Profili SOBİAD Profili Web Sitesi

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Organizasyon Birimleri

Organizasyon Birimi
İletişim Fakültesi, Yeni Medya ve İletişim Fakültesi
Bütünleşik bir program yapısı ile iletişim alanının bütün alt disiplinlerini kapsayacak şekilde yapılanmıştır. Bölüm, İletişimin iki farklı alanı olan medya ve pazarlama iletişimi uzmanlıkları ile ilgili eğitim programları sunmaktadır.

Adı Soyadı

Mehmet Karanfiloğlu

İlgi Alanları

Halkla İlişkiler, Yeni Medya, Sağlık İletişimi, Dijitalleşme, Reklam

Kurumdaki Durumu

Aktif Personel

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Listeleniyor 1 - 2 / 2
  • Yayın
    Advertisement perception and generations: Comparison between x, y, and z generations
    (Ankara Hacı Bayram Veli Üniversitesi, 2022) Karanfiloğlu, Mehmet; Karanfiloğlu, Mehmet; Karanfiloğlu, Mehmet; Sağlam, Murat; Topsümer, Füsun; İletişim Fakültesi, Yeni Medya ve İletişim Fakültesi; İletişim Fakültesi, Yeni Medya ve İletişim Fakültesi
    The advertising industry and generations are in continual interaction. From past to present, advertisements have been organized for ages. The perceptions and ads have changed on the axis of technological developments. By advertising throughout the traditional media, the messages flow accordingly one-way communication model. However, today’s new media opportunities, such as social media, originate a model based on bidirectional communication and more interaction. Combining the changing perception of people in daily life practice, consumption habits, and lifestyles with technology led to the formation of a diverse audience. It is defined as generation Z. Generation Z is a generation that grew up in a period when technological developments were more diversified than the previous two generations (X, Y) and consequently had a more technological aptitude. However, the X generation, who lived in the analog era, and the Y generation, who experienced both analog and digital periods, have been attempting to adapt to the new era, non-isolated from technological developments. Therefore, three generations have been analyzed in this context by conducting qualitative research, and advertising and intergenerational perception have been comprehended. Those generations demand adaption to this new-tech period. Obtaining data were subjected to content analysis, and three themes have been achieved: Concerns about current circumstances, the inconvenience of ads, and advertising and public relations: digitalization of the profession.
  • Yayın
    Digital games and advertising: A qualitative research on monetizing e-sports activities
    (Erzurum Kültür Eğitim Vakfı, 2022) Sağlam, Murat; Karanfiloğlu, Mehmet; İletişim Fakültesi, Yeni Medya ve İletişim Fakültesi
    According to simulation theory, individuals live and work in hyperreality. Digitalization transforms the real into simulacra as the world morph into a virtual world. Individuals are represented by their digital twins in the digital world where new possibilities endure. Digital twins transport individuals to the digital world as virtual representatives of real ones. Life in the digital world is almost indistinguishable from reality. It is additionally conceivable to play games in this new environment. Playing games is a crucial determinant in educational life and meeting various needs such as training and relish in adulthood. With the acceleration of digitalization, playing games are transumed to an actor. Digital gaming brings an opportunity for talented individuals to generate an income through social network broadcasting. It is an environment that has emerged in which individuals may meet digitally rather than physically. In this environment, individuals may mentally organize all sports activities as playing chess, face their opponents in the computer environment, and gather fans. In such digital platforms as Twitch and YouTube, gamers may demonstrate e-sports skills to the related audience. Furthermore, advertising in digital games is a win-to-win method to reach generation Z. Digital gamers who broadcast through the social network may monetize their online gaming activities. This research focuses on digital gaming and advertising. Results of the study in which is conducted with a qualitative method with eight interviewers are provided. Participants selected are among individuals who display and monetize their digital gaming skills on the Twitch platform. The findings briefly indicate that individuals who play digital games are achievement-oriented, have a sense of competing, and seize opportunities. According to the results, it can be seen as the digital gamers and gaming industry are new to the Turkish gaming business and face some disadvantages along with opportunities.