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:

The role of gamification in digital mental health
Theresa Fleming, Marlou Poppelaars, Hiran Thabrew
World Psychiatry (2023) Vol. 22, Iss. 1, pp. 46-47
Open Access | Times Cited: 22

Showing 22 citing articles:

The Engagement Problem: a Review of Engagement with Digital Mental Health Interventions and Recommendations for a Path Forward
Jessica M. Lipschitz, Chelsea K. Pike, Timothy P. Hogan, et al.
Current Treatment Options in Psychiatry (2023) Vol. 10, Iss. 3, pp. 119-135
Open Access | Times Cited: 54

Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review
Evgenia Gkintoni, Fedra Vantaraki, Charitini Skoulidi, et al.
Behavioral Sciences (2024) Vol. 14, Iss. 2, pp. 102-102
Open Access | Times Cited: 38

Advances in the use of virtual reality to treat mental health conditions
Imogen Bell, Roos Pot-Kolder, Albert Rizzo, et al.
Nature Reviews Psychology (2024) Vol. 3, Iss. 8, pp. 552-567
Closed Access | Times Cited: 17

The Use of Gamification in the System of Social and Psychological Adaptation of Forcibly Displaced Teenagers from Ukraine: Reflections of the German Experience
Hanna Mytsyk, Анастасія Попова, M. BOHDANOVA
Journal of Education for Students Placed at Risk (JESPAR) (2024), pp. 1-27
Closed Access | Times Cited: 9

Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review
Leona Aschentrup, Pia Anna Steimer, Kevin Dadaczynski, et al.
BMC Public Health (2024) Vol. 24, Iss. 1
Open Access | Times Cited: 5

Scoping Review: Digital Mental Health Interventions for Children and Adolescents Affected by War
Andrea Danese, Dmytro Martsenkovskyi, Barbara Remberk, et al.
Journal of the American Academy of Child & Adolescent Psychiatry (2024)
Open Access | Times Cited: 5

Apps and Digital Resources for Child Neurodevelopment, Mental Health, and Well-Being: Review, Evaluation, and Reflection on Current Resources
Kelsie A. Boulton, Makana Hilton, E. Michael Sutton, et al.
Journal of Medical Internet Research (2025) Vol. 27, pp. e58693-e58693
Open Access

Games and gamification of mental health
Pragya Lodha, Ankita Gupta, Snehal Jog, et al.
Elsevier eBooks (2025), pp. 151-163
Closed Access

When less is More: Short-Term efficacy of a gamified personalized normative feedback intervention for college students
Joseph W. LaBrie, Sarah C. Boyle, Bradley M. Trager, et al.
Addictive Behaviors (2025) Vol. 163, pp. 108247-108247
Closed Access

Gamification: a Novel Approach to Mental Health Promotion
Cecilia Cheng, Omid V. Ebrahimi
Current Psychiatry Reports (2023) Vol. 25, Iss. 11, pp. 577-586
Open Access | Times Cited: 11

Feasibility and Acceptability of the Aboriginal and Islander Mental Health Initiative for Youth App: Nonrandomized Pilot With First Nations Young People
Kylie Dingwall, Josie Povey, Michelle Sweet, et al.
JMIR Human Factors (2023) Vol. 10, pp. e40111-e40111
Open Access | Times Cited: 7

Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies
Aniek Wols, Michelle A Pingel, Anna Lichtwarck‐Aschoff, et al.
Clinical Psychology Review (2024) Vol. 108, pp. 102396-102396
Open Access | Times Cited: 2

A Novel Casual Video Game With Simple Mental Health and Well-Being Concepts (Match Emoji): Mixed Methods Feasibility Study
Russell Pine, James Mbinta, Lisa Te Morenga, et al.
JMIR Serious Games (2023) Vol. 12, pp. e46697-e46697
Open Access | Times Cited: 2

Digital health applications for eating disorders treatment
Matthew Fuller‐Tyszkiewicz, Mariel Messer, Isabel Krug, et al.
Trends in Molecular Medicine (2023) Vol. 30, Iss. 4, pp. 324-326
Closed Access | Times Cited: 2

Temporal Changes in Depressive Symptoms Among Goodville Farm Game Players: A 6-Week Observational Study
М. А. Ассанович, Oleg Skugarevsky, Mikhail Kaspartov, et al.
Games for Health Journal (2024) Vol. 13, Iss. 5, pp. 354-364
Closed Access

How do gamified digital therapeutics work on obesity self-management?
Xuejuan Zhu, Shuneng Gu, Jian Li
Metabolism Open (2024) Vol. 23, pp. 100314-100314
Open Access

A Nunavut community-directed Inuit youth mental wellness initiative: making I-SPARX fly
Yvonne Bohr, Jeffrey Hankey, Alaina Thomas, et al.
International Journal of Circumpolar Health (2024) Vol. 83, Iss. 1
Open Access

A Survey Study of Strategies for Improving User Interface in Mental Health
Bagas Surya Wibowo, Paulus Insap Santosa, Syukron Abu Ishaq Alfarozi
(2024), pp. 48-53
Closed Access

Artificial Intelligence, Virtual Reality, and Online Games
Sheri Bauman, Ian Rivers
Springer eBooks (2023), pp. 127-145
Closed Access | Times Cited: 1

Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: A systematic review
Leona Aschentrup, Pia Anna Steimer, Kevin Dadaczynski, et al.
Research Square (Research Square) (2023)
Open Access

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