Lieven De Marez

ORCID: 0000-0001-7716-4079
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About
Contact & Profiles
Research Areas
  • Impact of Technology on Adolescents
  • Innovative Approaches in Technology and Social Development
  • ICT Impact and Policies
  • Multimedia Communication and Technology
  • Smart Cities and Technologies
  • Technology Adoption and User Behaviour
  • Digital Marketing and Social Media
  • Social Media and Politics
  • Image and Video Quality Assessment
  • Innovative Human-Technology Interaction
  • Child Development and Digital Technology
  • Green IT and Sustainability
  • Virtual Reality Applications and Impacts
  • Digital Games and Media
  • Technology Use by Older Adults
  • University-Industry-Government Innovation Models
  • Digital Platforms and Economics
  • Open Source Software Innovations
  • Privacy, Security, and Data Protection
  • Educational Games and Gamification
  • Media Studies and Communication
  • Media Influence and Health
  • Innovation Diffusion and Forecasting
  • Environmental Education and Sustainability
  • Gender, Feminism, and Media

Ghent University
2016-2025

Imec the Netherlands
2019-2023

Weatherford College
2023

Ghent University Hospital
2008-2022

IMEC
2020-2021

Aalborg University
2021

University of Bath
2019

University of Antwerp
2019

University of Strathclyde
2019

Institution of Engineering Designers
2019

Fear-of-missing-out (FOMO) refers to feelings of anxiety that arise from the realization you may be missing out on rewarding experiences others are having. FOMO can identified as an intra-personal trait drives people stay up date what other doing, among social media platforms. Drawing findings a large-scale survey study 2663 Flemish teenagers, this explores relationships between FOMO, use, problematic use (PSMU) and phubbing behavior. In line with our expectations, was positive predictor...

10.3390/ijerph15102319 article EN International Journal of Environmental Research and Public Health 2018-10-22

Within this article, the strengths and weaknesses of crowdsourcing for idea generation selection in context smart city innovation are investigated.First, cities defined next to similar but different concepts such as digital cities, intelligent or ubiquitous cities.It is argued that city-concept fact a more user-centered evolution other city-concepts which seem be technological deterministic nature.The principles explained manifestations demonstrated.By means case study, ideas innovative uses...

10.4067/s0718-18762012000300006 article EN cc-by Journal of theoretical and applied electronic commerce research 2012-01-01

This article proposes a scale for measuring player identification in massively multiplayer online games (MMOGs). Three dimensions have been derived from the literature, avatar identification, group and game whereby is second-order factor consisting of similarity wishful embodied presence. Based on results cross-sectional survey 544 World Warcraft players, measurement instrument's proposed factorial structure was confirmed constructs were successfully tested convergent validity. Subsequently,...

10.1080/15213269.2012.674917 article EN Media Psychology 2012-05-18

This paper investigates teachers' and students' perceptions concerning the impact of using tablet devices for teaching learning purposes. An explorative focus group study was conducted with teachers (n = 18) students 39) in a secondary school that has implemented since 2012. The general finding this shows use classroom setting an on both practices. results suggest can be divided into two categories: innovative instrumental teachers. Innovative attempt to shift from teacher-centered...

10.1371/journal.pone.0144008 article EN cc-by PLoS ONE 2015-12-07

Abstract Digital disconnection has emerged as a concept describing the actions people take to limit their digital connectivity enhance well-being. To date, evidence on its effectiveness is mixed, leading calls for greater consideration of why, how, when, and whom works. This article responds these calls, presenting framework that differentiates four key harms contribute experiences ill-being (time displacement, interference, role blurring, exposure effects). Using starting point, explains:...

10.1093/ct/qtad016 article EN cc-by Communication Theory 2024-01-31

Entertainment and multimedia are the key functionalities in emerging mobile markets. The ability to understand quantify quality of experience (QoE, i.e., users' subjective perception "overall acceptability an application or service"), will play a major role success these services. This study explores thresholds at which technical video service becomes unacceptable for users. A experiment drawing on logging parameters combined with evaluations by user panel resulted model quantifying...

10.1109/tbc.2012.2220231 article EN IEEE Transactions on Broadcasting 2012-10-04

News producers are increasingly experimenting with news in virtual reality and 360° video, which is often presented as the ultimate form of immersive journalism it provides viewers a first-person experience event. Audiences deemed to be more involved story, raising assumptions that they may engaged event feel empathic towards subject especially case foreign news, distance virtually narrowed. This experimental study (n = 149) assesses whether international disaster leads higher sense...

10.1080/1461670x.2018.1561208 article EN Journalism Studies 2019-01-03

IntroductionIn academic theory, open innovation has been regarded as the norm for studying management ever since Chesbrough's seminal and widely cited Open Innovation: The New Imperative Creating Profiting from Technology (2003). However, in practice, a balance should be found between closed innovation, which calls

10.22215/timreview/956 article EN cc-by Technology Innovation Management Review 2016-01-28

Procrastination is an increasingly prevalent phenomenon. Although research suggests smartphones might be involved, little known about the momentary association between different patterns of smartphone use and procrastination. In a preregistered study, 221 students ( M age = 20, 55% female) self-reported procrastination five times day for 30 days (i.e., experience sampling method) while their was continuously monitored passive logging). Using dynamic structural equation modeling on 27,151...

10.1177/2050157921993896 article EN cc-by Mobile Media & Communication 2021-03-05

Several studies indicate that only a small minority of Web 2.0 users actively participates, while the do not contribute at all. This article investigates whether similar division applies for adolescents' Internet behavior. Using Szuprowicz' (1995) typology interactivity, we distinguish different types user-generated content (UGC): media, narrative, and metadata UGC. Our results show 20%–80% between high- low-frequency seeders. Furthermore, utilize uses-and-gratifications paradigm to...

10.1111/j.1083-6101.2009.01496.x article EN Journal of Computer-Mediated Communication 2009-10-01

News is increasingly being consumed on a multitude of media devices, including mobile devices. In recent years, news consumption has permeated individuals’ repertoires. The main purpose this study twofold: (a) gain insight in how outlets infiltrated the broader repertoires device owners and (b) understand what circumstances within these key to why widening agency appropriating various places social spaces everyday life relates general (Peters, 2012). This two-phased aims illuminate position...

10.1177/2050157914557691 article EN Mobile Media & Communication 2015-01-13

IntroductionSociety is confronted with challenges of an increasingly complex and global nature. It hard for a single societal actor to come up the right solutions, given that knowledge resources are distributed among wide network stakeholders (Bogers & West, 2012). Thus, innovation actors must reach out external knowledge. Among most pressing

10.22215/timreview/972 article EN cc-by Technology Innovation Management Review 2016-03-30

The authors explore patterns of smartphone use during the first weeks following outbreak coronavirus disease 2019 pandemic in Belgium, focusing on citizens’ smartphones to consume news and communicate interact with others. Unique tracking data from 2,778 Flemish adults reveal that at height outbreak, people used their average 45 minutes (28 percent) more than before outbreak. number pickups remained fairly stable over this period. This means average, users did not turn frequently but them...

10.1177/2378023120950190 article EN cc-by-nc Socius Sociological Research for a Dynamic World 2020-01-01

SUMMARY After a decade of correlational research, this study attempts to measure the causal impact (general) smartphone use on educational performance. To end, we merge survey data general use, exogenous predictors and other drivers academic success with exam scores first‐year students at two Belgian universities. The resulting are analysed instrumental variable estimation techniques. A one‐standard‐deviation increase in daily yields decrease average about one point (out 20). When relying...

10.1111/kykl.12214 article EN Kyklos 2019-11-21

Concerns about selective exposure and disinformation in the digital news environment have brought concept of diversity to forefront academic debates. Despite its growing prominence scholarly work, however, often remains hard grasp. The current paper aims re-assess what means an evolving ecology. To do so, we draw on three dominant conceptualizations media diversity. We use their strengths unravel variety explain how is built different conceptual normative assumptions towards democracy. Based...

10.1080/1461670x.2020.1797527 article EN Journalism Studies 2020-08-10
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