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 for videogame play: Predictors of time spent playing
Daniel Johnson, John Gardner, Penelope Sweetser
Computers in Human Behavior (2016) Vol. 63, pp. 805-812
Open Access | Times Cited: 78

Showing 1-25 of 78 citing articles:

The same video game in 2D, 3D or virtual reality – How does technology impact game evaluation and brand placements?
Johanna Roettl, Ralf Terlutter
PLoS ONE (2018) Vol. 13, Iss. 7, pp. e0200724-e0200724
Open Access | Times Cited: 148

Self-determination theory, internet gaming disorder, and the mediating role of self-control
Devin J. Mills, Johnie J. Allen
Computers in Human Behavior (2019) Vol. 105, pp. 106209-106209
Closed Access | Times Cited: 129

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

Overviewing Gaming Motivation and Its Associated Psychological and Sociodemographic Variables: A PRISMA Systematic Review
Alessia Martucci, Mustafa Can Gursesli, Mirko Duradoni, et al.
Human Behavior and Emerging Technologies (2023) Vol. 2023, pp. 1-156
Open Access | Times Cited: 29

Exploring the pull and push underlying problem video game use: A Self-Determination Theory approach
Devin J. Mills, Marina Milyavskaya, Jessica Mettler, et al.
Personality and Individual Differences (2018) Vol. 135, pp. 176-181
Open Access | Times Cited: 69

Gaming motivation and problematic video gaming: The role of needs frustration
Devin J. Mills, Marina Milyavskaya, Nancy L. Heath, et al.
European Journal of Social Psychology (2017) Vol. 48, Iss. 4, pp. 551-559
Open Access | Times Cited: 67

Risk factors of internet gaming disorder symptoms in Spanish adolescents
Ascensión Fumero, Rosario J. Marrero, Juan Manuel Bethencourt Pérez, et al.
Computers in Human Behavior (2020) Vol. 111, pp. 106416-106416
Closed Access | Times Cited: 65

Toward Game-Based Digital Mental Health Interventions: Player Habits and Preferences
Regan L. Mandryk, Max V. Birk
Journal of Medical Internet Research (2017) Vol. 19, Iss. 4, pp. e128-e128
Open Access | Times Cited: 63

Antecedents and consequence associated with esports gameplay
Wooyoung Jang, Kevin K. Byon
International Journal of Sports Marketing and Sponsorship (2019) Vol. 21, Iss. 1, pp. 1-22
Open Access | Times Cited: 63

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

Internet Gaming Disorder Among Rural Left-Behind Children in China: A Sociological Qualitative Study
Kaixin Bao, Shujie Wu, Mohamed Oubibi, et al.
Psychology Research and Behavior Management (2025) Vol. Volume 18, pp. 387-403
Open Access

Juicy Game Design
Kieran Hicks, Kathrin Gerling, Patrick Dickinson, et al.
(2019), pp. 185-197
Open Access | Times Cited: 51

Impacts of real-world need satisfaction on online gamer loyalty: Perspective of self-affirmation theory
Gen‐Yih Liao, Thi Tuan Linh Pham, T.C.E. Cheng, et al.
Computers in Human Behavior (2019) Vol. 103, pp. 91-100
Closed Access | Times Cited: 48

A Typology of Esport Players
David P. Hedlund
Journal of Global Sport Management (2021) Vol. 8, Iss. 2, pp. 460-477
Closed Access | Times Cited: 36

Comparison of children's social problem-solving skills who play videogames and traditional games: A cross-cultural study
Eyüp Yılmaz, Selma Yel, Mark D. Griffiths
Computers & Education (2022) Vol. 187, pp. 104548-104548
Open Access | Times Cited: 24

Why gamers use multitasking and how it works on satisfaction and reuse intention
Young-Hyeon Bae, Joong-Hwan Cho, Changsok Yoo
Entertainment Computing (2025), pp. 100935-100935
Closed Access

Motivational Profiling of League of Legends Players
Florian Brühlmann, Philipp Baumgartner, Günter Wallner, et al.
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 35

Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses
L. Javier Cabeza‐Ramírez, Sandra María Sánchez Cañizares, Fernando J. Fuentes García, et al.
Computers in Human Behavior (2021) Vol. 128, pp. 107130-107130
Open Access | Times Cited: 31

Managing gamer relationships to enhance online gamer loyalty: The perspectives of social capital theory and self-perception theory
Ching‐I Teng
Computers in Human Behavior (2017) Vol. 79, pp. 59-67
Closed Access | Times Cited: 37

Unsatisfied needs as a predictor of obsessive passion for videogame play.
Daniel Johnson, Jessica Formosa, Ryan Perry, et al.
Psychology of Popular Media (2021) Vol. 11, Iss. 1, pp. 47-55
Closed Access | Times Cited: 24

We-intention to continue playing mobile multiplayer games: the role of social play habit
Mengjun Li, Ayoung Suh
Internet Research (2021) Vol. 31, Iss. 4, pp. 1153-1176
Closed Access | Times Cited: 23

How do passion for video games and needs frustration explain time spent gaming?
Devin J. Mills, Marina Milyavskaya, Jessica Mettler, et al.
British Journal of Social Psychology (2018) Vol. 57, Iss. 2, pp. 461-481
Open Access | Times Cited: 30

From traditional gaming to mobile gaming: Video game players' switching behaviour
Xiaowei Cai, Javier Cebollada, Mónica Cortiñas
Entertainment Computing (2021) Vol. 40, pp. 100445-100445
Open Access | Times Cited: 22

The Unifying Theory of Physical Activity
Thiago Sousa Matias, Joe Piggin
Quest (2022) Vol. 74, Iss. 2, pp. 180-204
Open Access | Times Cited: 15

How to generate customer and firm benefits through online game product and brand community engagement – online and offline perspectives
Chia‐Wen Chang, Chiu‐Ping Hsu
Journal of Product & Brand Management (2022) Vol. 31, Iss. 8, pp. 1252-1264
Closed Access | Times Cited: 15

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