Bieke Zaman
Biographic Data
| ID | 113292 |
|---|---|
| NAME | Bieke Zaman |
| GIVEN NAMES | Bieke |
| FAMILY NAME | Zaman |
| SIGNATURE | ZAMAN B |
| AFFILIATIONS | KU Leuven |
| ORCID | 0000-0002-1933-1438 |
| VERIFIED | Yes |
| TOTAL WORKS | 13 |
| TOTAL CITATIONS | 1 |
| AUTHOR COUNT | 13 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2016 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Rethinking Gaming Disorder Prevention
Current approaches to gaming disorder prevention remain comparatively narrow, and prevention efforts are frequently underdeveloped and fragmented. Using the socio-ecological model (SEM), this qualitative study mapped frontline practitioners' perceived obstacles and opportunities to develop a multi-level, practice-grounded framework for policy and implementation. Semi-structured interviews were conducted with 18 prevention professionals in Flander…
Explaining theory through artistic metaphors, an evaluation of arts-based works created by social science students
What is the potential of arts-based works to help learners grasp complex theoretical insights? In this paper, we discuss the integration of an artistically inspired course in a university curriculum. Social science students created arts-based works to explain the essence of complex social theories. These works were used to communicate theoretical insights to peer students during a presentation session. Through a questionnaire, we analyzed which w…
Loot boxes as part of a layered platform ecosystem
By considering diverse disciplinary perspectives on the psychological impact, design and regulation of loot boxes, this paper departs from a shared need for a holistic comprehension of the platform ecosystem in which contemporary videogames are played, developed and governed. The rationale of this paper is grounded in the rapid evolution of monetisation in videogames, which has not only generated scientific interest towards digital consumption, b…
Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Making Complexity Measurable in Practice
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that i…
Every word you say
Communication between grandparents and young grandchildren over distance
Physical items are often taken for granted in mediated communication between grandparents (GP) and young grandchildren (GC). This article puts “constitutive nonhumans” at the center of inquiry to understand the potential of physical items and communication technologies to communicate over distance. The notion of phaticity operationalizes the role of constitutive nonhumans to establish and maintain contact over distance, which might have pleasurab…
Adapting the Selective Exposure Perspective to Algorithmically Governed Platforms
Experimental research on selective exposure on online platforms is generally limited by a narrow focus on specific parts of the information selection process, rather than integrating the entire sequence of user-platform interactions. The current study, focusing on online search, incorporates the entire process that stretches from formulating an initial query to finally satisfying an information need. As such, it comprehensively covers how both us…
Sparking the academic curriculum with creativity
Despite the growing interest of academia in public outreach, little is known about what university students, among who are future researchers, take away from their academic education in terms of research dissemination opportunities. In this study, we analyzed social science students’ discourses on creative dissemination practices in relation to standardized dissemination practices. Our findings reveal that student’s conceptions of creative resear…
Designing Technologies with and for Youth
Media and communication scholars studying young people’s privacy often involve them in research in order to better understand their interactions with digital technologies. Yet there is a lack of research on how, when, and why it makes sense to involve young people in the design phase of new technologies and how data protection safeguards can be taken proactively by design. By engaging with the body of literature at the intersection of media and c…
Opposing narratives about children's digital media use
What are the public discourses about parental guidance of children's digital media use in Australia and Belgium? The findings of a multi-method interpretive content analysis suggest that both risks and opportunities are made significant, (re-)claiming power for parents to decide what is realistic. Belgian critical-optimistic commentary suggests that it is normal to see a variety of parenting practices in society, encouraging parents to make infor…
Meaningful interactions lab (Mintlab)
opinion Share on Meaningful interactions lab (Mintlab) Authors: Bieke Zaman View Profile , Roos Voorend View Profile , Lawrence Van den Bogaert View Profile , Elias Storms View Profile , Karin Slegers View Profile , Jessica Schoffelen View Profile , Kevin Sanders View Profile , Isa Rutten View Profile , Rob van Roy View Profile , Marije Nouwen View Profile , Çisem Özkul View Profile , Luciana Monteiro Krebs View Profile , David Geerts View Profil…
A Qualitative Inquiry into the Contextualized Parental Mediation Practices of Young Children’s Digital Media Use at Home
Technologies are increasingly adopted and used by young children at home. Parents play an important role in shaping their media use, keeping certain possibilities open for children to play, learn, and socialize while limiting others. Nevertheless, the literature on parental mediation of young children’s media use is scant. In this article, we describe a qualitative, mixed-method study involving 24 parents and 36 children aged 3 to 9, and focus on…
Opposing narratives about children's digital media use
What are the public discourses about parental guidance of children's digital media use in Australia and Belgium? The findings of a multi-method interpretive content analysis suggest that both risks and opportunities are made significant, (re-)claiming power for parents to decide what is realistic. Belgian critical-optimistic commentary suggests that it is normal to see a variety of parenting practices in society, encouraging parents to make infor…
A Qualitative Inquiry into the Contextualized Parental Mediation Practices of Young Children’s Digital Media Use at Home
Technologies are increasingly adopted and used by young children at home. Parents play an important role in shaping their media use, keeping certain possibilities open for children to play, learn, and socialize while limiting others. Nevertheless, the literature on parental mediation of young children’s media use is scant. In this article, we describe a qualitative, mixed-method study involving 24 parents and 36 children aged 3 to 9, and focus on…
Meaningful interactions lab (Mintlab)
opinion Share on Meaningful interactions lab (Mintlab) Authors: Bieke Zaman View Profile , Roos Voorend View Profile , Lawrence Van den Bogaert View Profile , Elias Storms View Profile , Karin Slegers View Profile , Jessica Schoffelen View Profile , Kevin Sanders View Profile , Isa Rutten View Profile , Rob van Roy View Profile , Marije Nouwen View Profile , Çisem Özkul View Profile , Luciana Monteiro Krebs View Profile , David Geerts View Profil…
Designing Technologies with and for Youth
Media and communication scholars studying young people’s privacy often involve them in research in order to better understand their interactions with digital technologies. Yet there is a lack of research on how, when, and why it makes sense to involve young people in the design phase of new technologies and how data protection safeguards can be taken proactively by design. By engaging with the body of literature at the intersection of media and c…
Opposing narratives about children's digital media use
What are the public discourses about parental guidance of children's digital media use in Australia and Belgium? The findings of a multi-method interpretive content analysis suggest that both risks and opportunities are made significant, (re-)claiming power for parents to decide what is realistic. Belgian critical-optimistic commentary suggests that it is normal to see a variety of parenting practices in society, encouraging parents to make infor…
Adapting the Selective Exposure Perspective to Algorithmically Governed Platforms
Experimental research on selective exposure on online platforms is generally limited by a narrow focus on specific parts of the information selection process, rather than integrating the entire sequence of user-platform interactions. The current study, focusing on online search, incorporates the entire process that stretches from formulating an initial query to finally satisfying an information need. As such, it comprehensively covers how both us…
Sparking the academic curriculum with creativity
Despite the growing interest of academia in public outreach, little is known about what university students, among who are future researchers, take away from their academic education in terms of research dissemination opportunities. In this study, we analyzed social science students’ discourses on creative dissemination practices in relation to standardized dissemination practices. Our findings reveal that student’s conceptions of creative resear…
Every word you say
Communication between grandparents and young grandchildren over distance
Physical items are often taken for granted in mediated communication between grandparents (GP) and young grandchildren (GC). This article puts “constitutive nonhumans” at the center of inquiry to understand the potential of physical items and communication technologies to communicate over distance. The notion of phaticity operationalizes the role of constitutive nonhumans to establish and maintain contact over distance, which might have pleasurab…
Postdigital Videogames Literacies
This article is a collective response to the 2003 iteration of James Paul Gee’s What Video Games Have to Teach Us About Learning and Literacy . Gee’s book, a foundational text for those working in game studies, literacy studies, and education, identified 36 principles of ‘good learning’ which he argued were built into the design of good games, and which have since been used to unsettle the landscape of formal education. This article brings togeth…
Making Complexity Measurable in Practice
Over the past decade, videogames have become increasingly gambling-like in their design. Scientific and regulatory attempts to unravel such design seem particularly oriented towards the effects and regulatory treatment of paid-for loot boxes, favoring either measurability or complexity. Departing from gamble-play theory, this paper, therefore, attempts to make complexity measurable in practice. We conduct a formal analysis of 20 videogames that i…
Explaining theory through artistic metaphors, an evaluation of arts-based works created by social science students
What is the potential of arts-based works to help learners grasp complex theoretical insights? In this paper, we discuss the integration of an artistically inspired course in a university curriculum. Social science students created arts-based works to explain the essence of complex social theories. These works were used to communicate theoretical insights to peer students during a presentation session. Through a questionnaire, we analyzed which w…
Loot boxes as part of a layered platform ecosystem
By considering diverse disciplinary perspectives on the psychological impact, design and regulation of loot boxes, this paper departs from a shared need for a holistic comprehension of the platform ecosystem in which contemporary videogames are played, developed and governed. The rationale of this paper is grounded in the rapid evolution of monetisation in videogames, which has not only generated scientific interest towards digital consumption, b…
Rethinking Gaming Disorder Prevention
Current approaches to gaming disorder prevention remain comparatively narrow, and prevention efforts are frequently underdeveloped and fragmented. Using the socio-ecological model (SEM), this qualitative study mapped frontline practitioners' perceived obstacles and opportunities to develop a multi-level, practice-grounded framework for policy and implementation. Semi-structured interviews were conducted with 18 prevention professionals in Flander…
Sociology (9 works) · Computer Science (7 works) · Psychology (6 works) · Social science (5 works) · World Wide Web (5 works) · Social Psychology (4 works) · Child Development and Digital Technology (3 works) · Mediation (3 works) · Pedagogy (3 works) · Political science (3 works)