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:

Motivations of playing digital games: A review and research agenda
Isaac Cheah, Anwar Sadat Shimul, Ian Phau
Psychology and Marketing (2021) Vol. 39, Iss. 5, pp. 937-950
Open Access | Times Cited: 71

Showing 1-25 of 71 citing articles:

Use of metaverse in socializing: Application of the big five personality traits framework
G Sowmya, Debarun Chakraborty, Aruna Polisetty, et al.
Psychology and Marketing (2023) Vol. 40, Iss. 10, pp. 2132-2150
Closed Access | Times Cited: 46

Videogames-as-a-service: How does in-game value co-creation enhance premium gaming co-creation experience for players?
Ali Hussain, Muhammad Farrukh Abid, Amjad Shamim, et al.
Journal of Retailing and Consumer Services (2022) Vol. 70, pp. 103128-103128
Closed Access | Times Cited: 51

VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence
Eleni Mitsea, Athanasios Drigas, Charalabos Skianis
Education Sciences (2023) Vol. 13, Iss. 7, pp. 639-639
Open Access | Times Cited: 21

Future behavioural of console gamers and mobile gamers: are they differ?
Syahrulanuar Ngah, Samar Rahi, Fei Long, et al.
Quality & Quantity (2024) Vol. 58, Iss. 6, pp. 5531-5557
Closed Access | Times Cited: 9

Key factors influencing knowledge acquisition through game‐based learning
Mauro Calza‐Perez, Pilar Pérez-Ruiz, Sandra Enri‐Peiró, et al.
Psychology and Marketing (2024) Vol. 41, Iss. 5, pp. 1045-1059
Closed Access | Times Cited: 7

Altruism or egoism – how do game features motivate cooperation? An investigation into user we-intention and I-intention
Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, et al.
Behaviour and Information Technology (2023) Vol. 43, Iss. 6, pp. 1017-1041
Open Access | Times Cited: 19

Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play: Design and Validation of the Video Game Structure Scale (VGSS)
Arnau Carmona, Xavier Carbonell, Iván Bonilla, et al.
International Journal of Mental Health and Addiction (2025)
Open Access

How Commercial Video Games Portraying Mental Illness Are Connected to Stigma: An Exploratory Study
Gloria Mittmann, Matthias Neumann, Verena Steiner‐Hofbauer
Heliyon (2025), pp. e42804-e42804
Open Access

Dijital Oyunların Geleceğinde Metaverse Etkisi
Mevlüt Hürol METE
TRT Akademi (2023) Vol. 8, Iss. 17, pp. 294-317
Open Access | Times Cited: 13

Technology supports me: Perceptions of the benefits of digital technology in adolescents
Laura Bitto Urbanova, Andrea Madarasová Gecková, Zuzana Dankulincová Veselská, et al.
Frontiers in Psychology (2023) Vol. 13
Open Access | Times Cited: 13

Designing engagement: Exploring affordances in freemium digital games
H Park
Technology in Society (2025), pp. 102840-102840
Closed Access

Gender and Age Differences in Preferences on Game Elements and Platforms
Carina Soledad González González, Pedro Toledo, V. Muñoz, et al.
Sensors (2022) Vol. 22, Iss. 9, pp. 3567-3567
Open Access | Times Cited: 21

Gender disparities in esports – An explanatory mixed-methods approach
Bastian Kordyaka, Luisa Pumplun, Marlies Brunnhofer, et al.
Computers in Human Behavior (2023) Vol. 149, pp. 107956-107956
Open Access | Times Cited: 11

Brand placements in video games: How local in‐game experiences influence brand attitudes
Moritz Ingendahl, Tobias Vogel, Alexander Maedche, et al.
Psychology and Marketing (2022) Vol. 40, Iss. 2, pp. 274-287
Open Access | Times Cited: 18

How Different Gaming Genres Can Be Described by Required Skills and Motives for Playing
Annika Brandtner, Stephanie Antons, Magnus Liebherr, et al.
Cyberpsychology Behavior and Social Networking (2022) Vol. 25, Iss. 9, pp. 613-619
Closed Access | Times Cited: 15

Understanding highly engaged adolescent gamers: integration of gaming into daily life and motivation to play video games
Josip Razum, Aleksandra Huić
Behaviour and Information Technology (2023) Vol. 43, Iss. 11, pp. 2566-2588
Closed Access | Times Cited: 7

Exploring the Reasons for Preferring Digital Games Over Physical Activity Games in Adolescents: A Qualitative Study
Ahmadali Asefi, Hamid Dehghani, Mahsa Shafieeyan
Journal of Adolescent Health (2024) Vol. 75, Iss. 1, pp. 133-139
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

Gamification and customer brand engagement: a review and future research agendas
Garima Malik, Debasis Pradhan, Bikash Kumar Rup
Marketing Intelligence & Planning (2024)
Closed Access | Times Cited: 2

What Drives Consumers to Engage in Immersive Technologies? A Consumer Metaverse Engagement Motivation Model
Yunus Kalender, Francisco Guzmán
Psychology and Marketing (2024)
Open Access | Times Cited: 2

Unlocking the flow experience in apps: Fostering long‐term adoption for sustainable healthcare systems
Mar Gómez, María Leticia Santos Vijande, Arturo Molina, et al.
Psychology and Marketing (2023) Vol. 40, Iss. 8, pp. 1556-1578
Closed Access | Times Cited: 6

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