Karanfiloğlu, Mehmet

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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

Arama Sonuçları

Listeleniyor 1 - 5 / 5
  • 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.
  • Yayın
    New media literacy and misinformation: Sample of The Ukraine-Russia crisis
    (Türkiye Medya Akademisi Dergisi (TÜMADER), 2022) Karanfiloğlu, Mehmet; Karanfiloğlu, Mehmet; İletişim Fakültesi, Yeni Medya ve İletişim Fakültesi
    The Ukraine-Russia crisis, which recrudesced suddenly and affected the world agenda, started with the occupation of Ukraine by Russian military units on 24 February. This situation spread rapidly through new media opportunities, and many true or false news was made about it. While discussing whether this situation can be defined as a war, thousands of messages and news have spread daily through the new media. The accuracy of most of the information posted on social media platforms is controversial. Veriflcation/fact-checking platforms began to work from the first day to check the accuracy of this critical information posted and transmitted new media opportunities. As in other exampl.es, much fake and additional information that needs verifıcation is shared regarding the Ukraine-Russia crisis. teyit.org and dogrulukpayi.com, the two fact-checking platforms, cope with verifying the information on this subject. Thus, it is possible to query, research and verijy the remarkable information posted/circulated on new media platforms. Combating the processes defined as misinformation has become essential in realizing the dissemination of accurate information. In this context, this study focuses on misinformation activities and new media literacy. In addition, the findings obtained because of the research on fact-checking platforms, which are an ejfective counter-fight to the spread of false/fake news, are included. In this context, comparatively examined the posts on teyit.org and dogrulukpayi.com websites (on 24 February and 24 March 2022), which are the two most active fact-checking organizations.
  • Yayın
    Media literacy, fact-checking, and cyberbullying: Information verification methods
    (Gümüşhane Üniversitesi, 2023) Karanfiloğlu, Mehmet; Sağlam, Murat; Karanfiloğlu, Mehmet; İletişim Fakültesi, Yeni Medya ve İletişim Fakültesi
    The acceleration of digitalization and post-truth debates due to the pandemic process focuses on technology and its effects. As the order evolves from the known universe to the Metaverse, individuals are also in the middle of a centralization where one single instrument controls everything with technological proximity. Centralization forces everyone into a more accessible and efficient communication process by consolidating many possibilities into a single device, but it also makes the spread of information faster and more uncontrolled than ever, diminishing the importance of truth. This post-truth world creates individuals who create their reality, impacting the growth of individuals the most. Cyberbullying emerges at this point, endangering children and teenagers' development and mental health. From a media perspective, technological advancements do not guarantee correct information dissemination. As the spread rate and opportunities increase, so do false information and news. It triggers the spread of false information, fake news, and cyberbullying when the truth is irrelevant. Therefore, the need for verifying information arises. Fact-checking methods are directly related to digital literacy and media literacy problems. Understanding how to verify the information and protect against false, deceptive, and fake news is crucial. The study examines two information verification platforms. Research findings reveal that news is verified by various methods and techniques using numerous tools by platforms, primarily by photo or video content, resulting in the detection of information distortions such as false connection and fabricated-manipulated content. The study also found that various photo/video verification tools and anonymous websites were frequently used.
  • Yayın
    Techno-pedagogical communication, ed-tech and media professionals: Crossroads for enhancing instructional quality
    (Routledge, 2025) Karanfiloğlu, Mehmet; Bulut, Mehmet Akın; İletişim Fakültesi, Yeni Medya ve İletişim Fakültesi; Eğitim Bilimleri Fakültesi, Rehberlik ve Psikolojik Danışmanlık Bölümü
    In pursuit of media and pedagogical excellence in the digital domain, this study examines the role of the Design-Based Research (DBR) process in using the Canvas Learning Management System (LMS) to improve techno-pedagogical teacher-student communication. Against the backdrop of rapid digital transformation accelerated by global disruptions, integrating Canvas as a Learning Management System (LMS) is at the forefront of these investigative efforts. Using a mixed methods approach, the research drew on empirical data from structured rubrics (Quality Matters Rubric, Triple E Rubric) to examine higher education courses (n = 5) and thematic analysis from student interviews (n = 16), highlighting noticeable improvements in instructional delivery and student engagement. The results highlight that the DBR process plays a central role in refining educational strategies, with iterative design and evaluations. This investigation into the digital orchestration of teacher-student interactions provides valuable insights into the nuanced dynamics of media and educational technologies. The study concludes that strategic application of the DBR process within Canvas LMS can result in a more tailored, responsive, and quality-focused learning experience. Our study contributes to the ongoing dialogue about effective digital pedagogy and proposes a model of engagement that is resilient and adaptable to media professionals and ever-evolving landscape of higher education.