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:

Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences
Ágnes Zsila, Reza Shabahang, Mara S. Aruguete, et al.
Aggressive Behavior (2022) Vol. 48, Iss. 3, pp. 356-364
Closed Access | Times Cited: 23

Showing 23 citing articles:

The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games
Bastian Kordyaka, Samuli Laato, Katharina Jahn, et al.
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 611-641
Closed Access | Times Cited: 20

Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments
Susanne Poeller, Martin Dechant, Madison Klarkowski, et al.
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 1-26
Open Access | Times Cited: 11

Rage in video gaming, characteristics of loss of control among gamers: A qualitative study.
Axelle Moreau, Amelie Bethencourt, Valentin Payet, et al.
Psychology of Popular Media (2024) Vol. 13, Iss. 3, pp. 331-337
Open Access | Times Cited: 2

Psychological and Behavioral Effects of League of Legends Rank System for Italian Competitive Players
Mustafa Can Gursesli, Federica Masti, Mirko Duradoni, et al.
Communications in computer and information science (2024), pp. 59-71
Closed Access | Times Cited: 2

From Avoidance to Action: A Call for Open Dialogue on Hate, Harassment, and Extremism in the Gaming Industry
Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert
Games Research and Practice (2024) Vol. 2, Iss. 2, pp. 1-17
Open Access | Times Cited: 2

Adolescent social gaming as a form of social media: A call for developmental science
Anne J. Maheux, Shedrick L. Garrett, Kara A. Fox, et al.
Child Development Perspectives (2024)
Closed Access | Times Cited: 2

Assessing the impact of griefing in MMORPGs using self-determination theory
Leigh Achterbosch, Peter Vamplew, Evita March
Computers in Human Behavior (2024) Vol. 161, pp. 108388-108388
Open Access | Times Cited: 2

Social isolation & toxic behavior of students in e-learning: evidence during the time of the COVID-19 pandemic
Asadullah Khaskheli, Yushi Jiang, Syed Ali Raza, et al.
Interactive Learning Environments (2022), pp. 1-20
Closed Access | Times Cited: 4

Addressing Toxicity and Extremism in Games: Conversations with the Video Game Industry
Elizabeth D. Kilmer, Zeynep Aslan, Rachel Kowert
Games and Culture (2024)
Closed Access

New Forms of Victimization Linked to Video Games
Aiala Tejada García De Garayo, Mario Santisteban Galarza, Jesús C. Aguerri, et al.
IGI Global eBooks (2024), pp. 56-75
Closed Access

Playing mean: Does it imply a mean player?
Jakub Drmola, Jan Kleiner
Cyberpsychology Journal of Psychosocial Research on Cyberspace (2024) Vol. 18, Iss. 3
Open Access

Structures that tilt: Understanding “toxic” behaviors in online gaming
Friedrich Donner
New Media & Society (2024)
Closed Access

(Anti)Social Challenge: Emotionally Challenging Interaction Dynamics in Multiplayer Experiences
Marjorie Ann M. Cuerdo, Derusha Baskaran, Tsung-Han Yang, et al.
2021 IEEE Conference on Games (CoG) (2024), pp. 1-8
Closed Access

Toxicity by Game Design: How Players Perceive the Influence of Game Design on Toxicity
Zinan Zhang, Sam Moradzadeh, Andrew Woan, et al.
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CHI PLAY, pp. 1-31
Open Access

Stress in Esports: A Qualitative Study on The Interplay of Player Experiences and Organizational Systems
Arianna Boldi, Amon Rapp, Max V. Birk
International Journal of Human-Computer Interaction (2024), pp. 1-24
Closed Access

The impact of videogames on the mood of amateur youth players during consecutive games
Adrián Mateo‐Orcajada, Raquel Vaquero‐Cristóbal, Ana María Gallardo Guerrero, et al.
Frontiers in Sports and Active Living (2023) Vol. 5
Open Access | Times Cited: 1

Supplemental Material for Rage in Video Gaming, Characteristics of Loss of Control Among Gamers: A Qualitative Study
Axelle Moreau, Amelie Bethencourt, Valentin Payet, et al.
Psychology of Popular Media (2023)
Open Access

College Student Video Gaming: Risk or Resilience for Mental Health?
Ishan N. Vengurlekar, Koushik R. Thudi
Psychological Reports (2023)
Closed Access

Uninstall, Noob! Views on Rampant Toxicity in Online Gaming
Heba Saleous, Marton Gergely
2021 IEEE Intl Conf on Dependable, Autonomic and Secure Computing, Intl Conf on Pervasive Intelligence and Computing, Intl Conf on Cloud and Big Data Computing, Intl Conf on Cyber Science and Technology Congress (DASC/PiCom/CBDCom/CyberSciTech) (2023), pp. 0183-0190
Closed Access

Internet Gaming Disorder Test (IGDT-10): un meta-análisis de generalización de la fiabilidad
Sergio Hidalgo-Fuentes
European Journal of Education and Psychology (2023), pp. 1-23
Open Access

Assessing the Impact of Toxic Behaviour in Mmorpgs Using Self-Determination Theory
Leigh Achterbosch, Peter Vamplew, Evita March
(2023)
Closed Access

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