OpenAlex Citation Counts

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OpenAlex is a bibliographic catalogue of scientific papers, authors and institutions accessible in open access mode, named after the Library of Alexandria. It's citation coverage is excellent and I hope you will find utility in this listing of citing articles!

If you click the article title, you'll navigate to the article, as listed in CrossRef. If you click the Open Access links, you'll navigate to the "best Open Access location". Clicking the citation count will open this listing for that article. Lastly at the bottom of the page, you'll find basic pagination options.

Requested Article:

Social video gaming and well-being
Nicholas David Bowman, Diana Rieger, Jih‐Hsuan Tammy Lin
Current Opinion in Psychology (2022) Vol. 45, pp. 101316-101316
Closed Access | Times Cited: 39

Showing 26-50 of 39 citing articles:

The reinvention of video games and new forms of consumption in lockdown times. The case of Fortnite
Jenniffer Soto de la Cruz, Sara Cortés Gómez, Pilar Lacasa
Comunicación y Sociedad (2023), pp. 1-23
Open Access | Times Cited: 2

From a Social POV: The Impact of Point of View on Player Behavior, Engagement, and Experience in a Serious Social Simulation Game
Ruben Schlagwoski, Frederick Herget, N. Lynn Heimerl, et al.
(2024), pp. 1-12
Closed Access

Proteus effect avatar profiles: Associations with disordered gaming and activity levels
Kaiden Hein, Tyrone L. Burleigh, A.P. Gorman, et al.
Addictive Behaviors Reports (2024) Vol. 20, pp. 100562-100562
Open Access

Advancing Our Understanding of the Associations Between Social Media Use and Well-Being
Patti M. Valkenburg, Ine Beyens, Adrian Meier, et al.
(2022)
Open Access | Times Cited: 3

Older adults and use of video games
Sacramento Pinazo Hernandis, Rosa Redolat, Antonio Víctor Martín‐García, et al.
Innovation The European Journal of Social Science Research (2024), pp. 1-17
Closed Access

An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator
Matti Vuorre, Kristoffer Magnusson, Niklas Johannes, et al.
(2023)
Open Access | Times Cited: 1

Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic
Veli‐Matti Karhulahti, Henri Nerg, Tanja Laitinen, et al.
Current Psychology (2022) Vol. 43, Iss. 15, pp. 13986-14004
Open Access | Times Cited: 2

Streamers, influencers y videojuegos: el efecto del product placement en el contenido gamer
Gerson Jaquín Cristancho Triana, C Contreras, Laura Ramírez
methaodos revista de ciencias sociales (2023) Vol. 11, Iss. 2, pp. m231102n02-m231102n02
Open Access

Seligman’s PERMA Model in Video Games – The Positive Influence of Video Games on Well-Being
Gary L. Wagener, André Melzer
Lecture notes in computer science (2023), pp. 43-58
Closed Access

Providing Access
Beate Ochsner
Palgrave games in context (2023), pp. 295-317
Closed Access

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