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:

Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning
Juho Hamari, David J. Shernoff, Elizabeth Rowe, et al.
Computers in Human Behavior (2015) Vol. 54, pp. 170-179
Open Access | Times Cited: 1407

Showing 1-25 of 1407 citing articles:

Gamified learning in higher education: A systematic review of the literature
Sujit Subhash, Elizabeth A. Cudney
Computers in Human Behavior (2018) Vol. 87, pp. 192-206
Closed Access | Times Cited: 629

Empathy and embodied experience in virtual environment: To what extent can virtual reality stimulate empathy and embodied experience?
Dong‐Hee Shin
Computers in Human Behavior (2017) Vol. 78, pp. 64-73
Closed Access | Times Cited: 583

The role of gamified e-quizzes on student learning and engagement: An interactive gamification solution for a formative assessment system
Zamzami Zainuddin, Muhammad Shujahat, Hussein Haruna, et al.
Computers & Education (2019) Vol. 145, pp. 103729-103729
Closed Access | Times Cited: 337

Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement
Biyun Huang, Khe Foon Hew, Chung Kwan Lo
Interactive Learning Environments (2018) Vol. 27, Iss. 8, pp. 1106-1126
Closed Access | Times Cited: 321

Why do people play games? A meta-analysis
Juho Hamari, Lauri Keronen
International Journal of Information Management (2017) Vol. 37, Iss. 3, pp. 125-141
Open Access | Times Cited: 298

Handbook of Game-Based Learning.
Jan L. Plass, Richard E. Mayer, Bruce D. Homer
MIT Press eBooks (2020)
Closed Access | Times Cited: 291

Having fun while receiving rewards?: Exploration of gamification in loyalty programs for consumer loyalty
Jiyoung Hwang, Laee Choi
Journal of Business Research (2019) Vol. 106, pp. 365-376
Closed Access | Times Cited: 277

How to design gamification? A method for engineering gamified software
Benedikt Morschheuser, Lobna Hassan, Karl Werder, et al.
Information and Software Technology (2017) Vol. 95, pp. 219-237
Open Access | Times Cited: 272

Gamified crowdsourcing: Conceptualization, literature review, and future agenda
Benedikt Morschheuser, Juho Hamari, Jonna Koivisto, et al.
International Journal of Human-Computer Studies (2017) Vol. 106, pp. 26-43
Open Access | Times Cited: 268

Gamification in the Workplace: The Central Role of the Aesthetic Experience
Ayoung Suh, Christy M.K. Cheung, Manju Ahuja, et al.
Journal of Management Information Systems (2017) Vol. 34, Iss. 1, pp. 268-305
Closed Access | Times Cited: 267

Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning
Νικόλαος Πέλλας, Panagiotis Fotaris, Ioannis Kazanidis, et al.
Virtual Reality (2018) Vol. 23, Iss. 4, pp. 329-346
Closed Access | Times Cited: 265

Gamification in the classroom: Examining the impact of gamified quizzes on student learning
Diana R. Sanchez, Markus Langer, Rupinder Kaur
Computers & Education (2019) Vol. 144, pp. 103666-103666
Closed Access | Times Cited: 259

The effect of challenge-based gamification on learning: An experiment in the context of statistics education
Nikoletta-Zampeta Legaki, Nannan Xi, Juho Hamari, et al.
International Journal of Human-Computer Studies (2020) Vol. 144, pp. 102496-102496
Open Access | Times Cited: 256

Enhancing user engagement: The role of gamification in mobile apps
Paula Bitrián, Isabel Buil, Sara Catalán
Journal of Business Research (2021) Vol. 132, pp. 170-185
Open Access | Times Cited: 256

Collaboration and fuzzy-modeled personalization for mobile game-based learning in higher education
Christos Troussas, Akrivi Krouska, Cleo Sgouropoulou
Computers & Education (2019) Vol. 144, pp. 103698-103698
Closed Access | Times Cited: 240

The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction
Zhonggen Yu, Gao Ming-le, Lifei Wang
Journal of Educational Computing Research (2020) Vol. 59, Iss. 3, pp. 522-546
Closed Access | Times Cited: 233

Self-regulated mobile game-based English learning in a virtual reality environment
Yu-Li Chen, Chun-Chia Hsu
Computers & Education (2020) Vol. 154, pp. 103910-103910
Closed Access | Times Cited: 219

Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review
Emmanuel O. Acquah, Heidi T. Katz
Computers & Education (2019) Vol. 143, pp. 103667-103667
Open Access | Times Cited: 202

Examining competitive, collaborative and adaptive gamification in young learners' math learning
Tomislav Jagušt, Ivica Botički, Hyo‐Jeong So
Computers & Education (2018) Vol. 125, pp. 444-457
Closed Access | Times Cited: 197

Gamification and serious games: A literature meta-analysis and integrative model
Gonçalo Baptista, Tiago Oliveira
Computers in Human Behavior (2018) Vol. 92, pp. 306-315
Open Access | Times Cited: 197

Engagement in HCI
Kevin Doherty, Gavin Doherty
ACM Computing Surveys (2018) Vol. 51, Iss. 5, pp. 1-39
Open Access | Times Cited: 190

Gamification: A cognitive-emotional view
Jeffrey K. Mullins, Rajiv Sabherwal
Journal of Business Research (2018) Vol. 106, pp. 304-314
Closed Access | Times Cited: 187

Tailored gamification in education: A literature review and future agenda
Wilk Oliveira, Juho Hamari, Lei Shi, et al.
Education and Information Technologies (2022) Vol. 28, Iss. 1, pp. 373-406
Open Access | Times Cited: 186

The Effects of Flow, Emotional Engagement, and Motivation on Success in a Gamified Online Learning Environment
Şeyma Çağlar Özhan, Selay Arkün Kocadere
Journal of Educational Computing Research (2019) Vol. 57, Iss. 8, pp. 2006-2031
Closed Access | Times Cited: 184

Cooperation or competition – When do people contribute more? A field experiment on gamification of crowdsourcing
Benedikt Morschheuser, Juho Hamari, Alexander Maedche
International Journal of Human-Computer Studies (2018) Vol. 127, pp. 7-24
Closed Access | Times Cited: 178

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