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:

Presence in video games: A systematic review and meta-analysis of the effects of game design choices
Loïc Caroux
Applied Ergonomics (2022) Vol. 107, pp. 103936-103936
Open Access | Times Cited: 20

Showing 20 citing articles:

Investigating the relationship between three-dimensional perception and presence in virtual reality-reconstructed architecture
Daniel Paes, Javier Irizarry, Mark Billinghurst, et al.
Applied Ergonomics (2023) Vol. 109, pp. 103953-103953
Open Access | Times Cited: 22

A Review of Player Engagement Estimation in Video Games: Challenges and Opportunities
Ammar Rashed, Shervin Shirmohammadi, Ihab Amer, et al.
ACM Transactions on Multimedia Computing Communications and Applications (2025)
Closed Access

Unpacking Presence: Making the Theory of Presence Useful for VR Game Design
Robert Dongas, Kazjon Grace
Emerald Publishing Limited eBooks (2025), pp. 147-162
Closed Access

Player Enjoyment in Video Games: A Systematic Review and Meta-analysis of the Effects of Game Design Choices
Loïc Caroux, Morgane Pujol
International Journal of Human-Computer Interaction (2023) Vol. 40, Iss. 16, pp. 4227-4238
Open Access | Times Cited: 6

Gamified Entrepreneurship Courses Motivate College Students’ Satisfaction: An Integrated Flow Framework
Zhihua He, Yong Liu, Wang Xiao-lan, et al.
SAGE Open (2023) Vol. 13, Iss. 2
Open Access | Times Cited: 4

Category-based and Popularity-guided Video Game Recommendation: A Balance-oriented Framework
Xiping Li, Jianghong Ma, Kangzhe Liu, et al.
Proceedings of the ACM Web Conference 2022 (2024), pp. 3734-3744
Closed Access

Comparative Analysis of the Presence and Decision Making in Romantic Visual Novels: Influence of Personalization and Sense of Presence
Vitaliy Davydovych, Ernesto Filgueiras, Anabela Marto
Lecture notes in computer science (2024), pp. 28-46
Closed Access

Spider Board: Creative Input Device in Digital Game Based Language Learning to Improve Students’ Learning Activity
Galang Prihadi Mahardhika, Masaru Kamada
Lecture notes on data engineering and communications technologies (2024), pp. 485-494
Closed Access

Understanding User Intention to Adopt Augmented Reality Head-Up Display: A Study Based on Design Factors
Yifan Ding, Jian Li
International Journal of Human-Computer Interaction (2024), pp. 1-19
Closed Access

The Influence of Realism on the Sense of Presence in Virtual Reality: Neurophysiological Insights Using EEG
Saeed Safikhani, Vinzenz Gattringer, Michael Schmied, et al.
Multimodal Technologies and Interaction (2024) Vol. 8, Iss. 11, pp. 104-104
Open Access

Embracing the new reality: Gen Y’s intention to use metaverse apps and devices
Jiale Zhang, Farzana Quoquab, Jihad Mohammad
Current Psychology (2024)
Closed Access

Uses and Gratifications approach to evaluate the continuance intention of ATIC: A serious video game to learn entrepreneurship
Esteban Crespo-Martínez, Salvador Bueno, M. Dolores Gallego
The International Journal of Management Education (2024) Vol. 23, Iss. 2, pp. 101125-101125
Closed Access

What does Violence in Virtual Reality Games Entail?

Journal of Social Science and Humanities (2023) Vol. 5, Iss. 11
Open Access

Recommendations for the Development of Video Games to Reduce Stress in Young People
José Aldana, Sebastian Trujillo, Eduardo Díaz
(2023), pp. 104-111
Closed Access

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