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:

Loyalty towards online games, gaming addiction, and purchase intention towards online mobile in-game features
Janarthanan Balakrishnan, Mark D. Griffiths
Computers in Human Behavior (2018) Vol. 87, pp. 238-246
Open Access | Times Cited: 148

Showing 1-25 of 148 citing articles:

A taxonomy of technology design features that promote potentially addictive online behaviours
Maèva Flayelle, Damien Brevers, Daniel L. King, et al.
Nature Reviews Psychology (2023) Vol. 2, Iss. 3, pp. 136-150
Open Access | Times Cited: 75

Systematic literature review online gaming addiction among children and young adults: A framework and research agenda
Verónica Rosendo-Ríos, Sangeeta Trott, Paurav Shukla
Addictive Behaviors (2022) Vol. 129, pp. 107238-107238
Open Access | Times Cited: 70

Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review
Daniel L. King, Paul Delfabbro, José C. Perales, et al.
Clinical Psychology Review (2019) Vol. 73, pp. 101777-101777
Closed Access | Times Cited: 130

Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention
Na Yu, Yi-Ting Huang
Computers in Human Behavior (2021) Vol. 126, pp. 106991-106991
Closed Access | Times Cited: 73

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

Gamification of mobile money payment for generating customer value in emerging economies: The social impact theory perspective
Michael D. Dzandu, Charles Hanu, Hayford Amegbe
Technological Forecasting and Social Change (2022) Vol. 185, pp. 122049-122049
Open Access | Times Cited: 37

Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players
An-Di Gong, Yi-Ting Huang
Computers in Human Behavior (2023) Vol. 143, pp. 107681-107681
Closed Access | Times Cited: 27

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

Impact of perceived value on casual mobile game loyalty: The moderating effect of intensity of playing
Sebastián Molinillo, Arnold Japutra, Francisco Liébana‐Cabanillas
Journal of Consumer Behaviour (2020) Vol. 19, Iss. 5, pp. 493-504
Closed Access | Times Cited: 39

Pay to play in freemium mobile games: a compensatory mechanism
Jhanghiz Syahrivar, Chairy Chairy, Ignatius Darma Juwono, et al.
International Journal of Retail & Distribution Management (2021) Vol. 50, Iss. 1, pp. 117-134
Closed Access | Times Cited: 32

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

Exploring Players’ in-Game Purchase Intention in Freemium Open-World Games: The Role of Cognitive Absorption and Motivational Affordances
Yuxiang Zhao, Dawei Wu, Shijie Song, et al.
International Journal of Human-Computer Interaction (2022) Vol. 40, Iss. 3, pp. 744-760
Closed Access | Times Cited: 24

Anthropomorphism in artificial intelligence: a game-changer for brand marketing
Sofia Gomes, Jo�ão M. Lopes, Elisabete Nogueira
Future Business Journal (2025) Vol. 11, Iss. 1
Open Access

Investigating Online Gamers' Artificial Intelligence-Based Emotional Attachment-Oriented Anthropomorphic Features and Their Impact on the Online Gaming Experience
Muhammad Sabbir Rahman, Gautam Srivastava, Surajit Bag, et al.
Journal of Global Information Management (2025) Vol. 33, Iss. 1, pp. 1-24
Open Access

Testing the Mediating Role of Phubbing in the Relationship Between the Big Five Personality Traits and Satisfaction with Life
Özkan Çıkrıkçı, Mark D. Griffiths, Evren Erzen
International Journal of Mental Health and Addiction (2019) Vol. 20, Iss. 1, pp. 44-56
Open Access | Times Cited: 39

Incorporation of simulation features to improve higher order thinking skills
Yoshimasa Kageyama, Sandra Zubieta Zamudio, Michele Barton
The International Journal of Management Education (2022) Vol. 20, Iss. 2, pp. 100628-100628
Closed Access | Times Cited: 19

What can we learn from marketers? A bibliometric analysis of the marketing literature on business model research
Raphaël Maucuer, Alexandre Renaud, Sébastien Ronteau, et al.
Long Range Planning (2022) Vol. 55, Iss. 5, pp. 102219-102219
Open Access | Times Cited: 18

The affective embeddings of gacha games: Aesthetic assemblages and the mediated expression of the self
Orlando Woods
New Media & Society (2022) Vol. 26, Iss. 2, pp. 823-838
Open Access | Times Cited: 17

The impacts of game experience and fanwork creation on game loyalty: Mediation effect of perceived value
Yu Hua Cui, Jingyi Li, Yueyao Zhang
Technological Forecasting and Social Change (2022) Vol. 176, pp. 121495-121495
Closed Access | Times Cited: 17

Tomorrow will be better: Gamers’ expectation and game usage
Tzu‐Ling Huang, Gen‐Yih Liao, T.C.E. Cheng, et al.
Computers in Human Behavior (2023) Vol. 151, pp. 108021-108021
Closed Access | Times Cited: 10

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