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:

Massively Multiplayer Online Games and Well-Being: A Systematic Literature Review
Lisa Raith, Julie Bignill, Vasileios Stavropoulos, et al.
Frontiers in Psychology (2021) Vol. 12
Open Access | Times Cited: 54

Showing 26-50 of 54 citing articles:

Technology and Consumer Well-Being
Dan Weijers, Nick Munn
International series on consumer science (2024), pp. 169-193
Closed Access | Times Cited: 1

From game engagement to craving responses – The role of gratification and compensation experiences during video-gaming in casual and at-risk gamers
Stephanie Antons, Magnus Liebherr, Matthias Brand, et al.
Addictive Behaviors Reports (2023) Vol. 18, pp. 100520-100520
Open Access | Times Cited: 4

Measurement Invariance of the Lemmens Internet Gaming Disorder Scale-9 Across Age, Gender, and Respondents
Iulia Maria Coșa, Anca Dobrean, Róbert Balázsi
Psychiatric Quarterly (2024) Vol. 95, Iss. 1, pp. 137-155
Closed Access | Times Cited: 1

Fear of Missing Out, Gaming Disorder and Internet Gaming Disorder: Systematic Review
Vanessa Caba‐Machado, Adoración Díaz‐López, Juan Manuel Machimbarrena, et al.
Current Addiction Reports (2024)
Closed Access | Times Cited: 1

Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis
Yan Luo, Michelle E. Moosbrugger, Daniel M. Smith, et al.
Frontiers in Public Health (2022) Vol. 10
Open Access | Times Cited: 7

Online Gaming Network Communication Dynamics, Depressive Symptoms, and Social Support: A Longitudinal Network Analysis
Tyler Prochnow, Megan S. Patterson, Logan Hartnell, et al.
Sociological Focus (2023) Vol. 56, Iss. 3, pp. 272-283
Open Access | Times Cited: 3

The relationship between spiritual well-being and game addiction of youths: a cross-sectional study
Hok-Ko Pong
Journal of Beliefs and Values (2022) Vol. 45, Iss. 1, pp. 1-20
Closed Access | Times Cited: 4

Learning Theories in Games That Teach Responsible Antibiotic Use: A Literature Review
Andreea Molnar, Ioana Molnar
Sustainability (2023) Vol. 15, Iss. 5, pp. 4643-4643
Open Access | Times Cited: 2

EMOCASH: An Intelligent Virtual-Agent Based Multiplayer Online Serious Game for Promoting Money and Emotion Recognition Skills in Egyptian Children with Autism
Hussein Karam Hussein Abd El-Sattar
International Journal of Advanced Computer Science and Applications (2023) Vol. 14, Iss. 4
Open Access | Times Cited: 2

An Antidote to Overpathologizing Computer-Mediated Communication
Tanay Katiyar, Adam Hunt, Nikhil Chaudhary, et al.
(2023)
Open Access | Times Cited: 2

Related research between college students' mobile game addiction, mobile self‐efficacy, and academic performance in Taiwan
Kuo‐Ming Chu
Psychology in the Schools (2022) Vol. 60, Iss. 4, pp. 931-942
Closed Access | Times Cited: 3

Videojuegos como espacios de interacción: preferencias y prácticas de los nativos digitales en España
Cristina Ruiz-Poveda Vera, José María Jiménez Peláez, Juana Rubio Romero
Área Abierta (2024) Vol. 24, Iss. 3, pp. 145-159
Open Access

Design Strategies of Multiplayer-Synchronized AR Interactive Entertainment Products for Open Space
Yanwei Zhao, Qianya Lou, Haotian Ying, et al.
Frontiers in artificial intelligence and applications (2024)
Open Access

Playing Through the Pandemic: Gaming Usage as a Buffer During COVID-19
Dmitri Williams, Mingxuan Liu, Sukyoung Choi, et al.
Games and Culture (2024)
Closed Access

Predicting proteus effect via the user avatar bond: a longitudinal study using machine learning
Mohammed Qasim Latifi, Dylan Poulus, Michaella Richards, et al.
Behaviour and Information Technology (2024), pp. 1-17
Open Access

Press Play to Feel: The Role of Attachment Styles and Alexithymic Features in Problematic Gaming
Andrea Scalone, Gianluca Santoro, Josephin Cavallo, et al.
International Journal of Environmental Research and Public Health (2023) Vol. 20, Iss. 20, pp. 6910-6910
Open Access | Times Cited: 1

Player Experience and Enjoyment: A Preliminary Examination of Differences in Video Game Genre
Sean Eshuis, Kay Pozzebon, Andrew Allen, et al.
Simulation & Gaming (2023) Vol. 54, Iss. 2, pp. 209-220
Open Access | Times Cited: 1

Gaming Language as a Language Variations in Digital Humanities
Furianto, Risa Rumentha Simanjuntak
E3S Web of Conferences (2023) Vol. 388, pp. 04010-04010
Open Access | Times Cited: 1

Perception of “This is Not a Game”: Definition and Measurement
Justin Scott Giboney, Elizabeth Bonsignore, Jason K. McDonald, et al.
International Journal of Human-Computer Interaction (2023) Vol. 40, Iss. 17, pp. 4725-4744
Closed Access | Times Cited: 1

Understanding the Role of Sport Values on Social Capital and Word-of-Mouth on the Internet: A Case Study of Esports Games
Tiago Ribeiro, André Calapez, Victor Manoel Cunha de Almeida, et al.
Simulation & Gaming (2023) Vol. 54, Iss. 6, pp. 645-679
Open Access | Times Cited: 1

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