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:

Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames
Kim Szolin, Daria J. Kuss, Filip Nuyens, et al.
Computers in Human Behavior (2021) Vol. 128, pp. 107124-107124
Open Access | Times Cited: 52

Showing 1-25 of 52 citing articles:

The merchants of meta: A research agenda to understand the future of retailing in the metaverse
Kiwoong Yoo, Roman Welden, Kelly Hewett, et al.
Journal of Retailing (2023) Vol. 99, Iss. 2, pp. 173-192
Closed Access | Times Cited: 185

Gaming disorder: A summary of its characteristics and aetiology
Orsolya Király, Patrik Koncz, Mark D. Griffiths, et al.
Comprehensive Psychiatry (2023) Vol. 122, pp. 152376-152376
Open Access | Times Cited: 62

To Be or Not to Be a Female Gamer: A Qualitative Exploration of Female Gamer Identity
Daria J. Kuss, Anne Marie Kristensen, Adrian J. Williams, et al.
International Journal of Environmental Research and Public Health (2022) Vol. 19, Iss. 3, pp. 1169-1169
Open Access | Times Cited: 47

“I am the character, the character is me”: A thematic analysis of the user-avatar relationship in videogames
Kim Szolin, Daria J. Kuss, Filip Nuyens, et al.
Computers in Human Behavior (2023) Vol. 143, pp. 107694-107694
Open Access | Times Cited: 24

Avatar creation in the metaverse: A focus on event expectations
Sergio Barta, Sergio Ibáñez‐Sánchez, Carlos Orús, et al.
Computers in Human Behavior (2024) Vol. 156, pp. 108192-108192
Open Access | Times Cited: 12

Problematic gaming, social withdrawal, and Escapism: The Compensatory-Dissociative Online Gaming (C-DOG) model
Alessandro Giardina, Adriano Schimmenti, Vladan Starčević, et al.
Computers in Human Behavior (2024) Vol. 155, pp. 108187-108187
Open Access | Times Cited: 11

Problematic internet use by university students and associated predictive factors: A systematic review
Magdalena Sánchez-Fernández, María de las Mercedes Borda Mas, Joaquín A. Mora-Merchán
Computers in Human Behavior (2022) Vol. 139, pp. 107532-107532
Closed Access | Times Cited: 29

Videogame player experiences with micro-transactions: An interpretative phenomenological analysis
Erin Gibson, Mark D. Griffiths, Filipa Calado, et al.
Computers in Human Behavior (2023) Vol. 145, pp. 107766-107766
Open Access | Times Cited: 16

Translating the user-avatar bond into depression risk: A preliminary machine learning study
Taylor Brown, Tyrone L. Burleigh, Bruno Schivinski, et al.
Journal of Psychiatric Research (2024) Vol. 170, pp. 328-339
Open Access | Times Cited: 6

Video Game Structural Features Are Related to Internet Gaming Disorder and Motivations of Play: Design and Validation of the Video Game Structure Scale (VGSS)
Arnau Carmona, Xavier Carbonell, Iván Bonilla, et al.
International Journal of Mental Health and Addiction (2025)
Open Access

Many a little makes a mickle: avatar accumulability and loyalty
Shih‐I Tai, Tzu‐Ling Huang, Hsin‐Yi Huang, et al.
Internet Research (2025)
Closed Access

Do I look real? Impact of digital human avatar influencer realism on consumer engagement and attachment
Tejas R. Shah, Sonal Purohit, Manish Das, et al.
Journal of Consumer Marketing (2025)
Closed Access

Avatar adaptation: unveiling the dynamics of social self-representation on social networking platforms
Muhammad Babar Khan, Irfan Hameed, Adnan Butt, et al.
Creative Industries Journal (2025), pp. 1-20
Closed Access

On your marks, headset, go! Understanding the building blocks of metaverse realms
Brendan James Keegan, Ian P. McCarthy, Jan Kietzmann, et al.
Business Horizons (2023) Vol. 67, Iss. 1, pp. 107-119
Open Access | Times Cited: 11

Escaping through video games: Using your avatar to find meaning in life
R Fraser, Jan Slattery, Igor Yakovenko
Computers in Human Behavior (2023) Vol. 144, pp. 107756-107756
Closed Access | Times Cited: 10

Examining how gamers connect with their avatars to assess their anxiety: A novel artificial intelligence approach
Kaiden Hein, Connor Conkey-Morrison, Tyrone L. Burleigh, et al.
Acta Psychologica (2024) Vol. 246, pp. 104298-104298
Open Access | Times Cited: 3

Global Trends in Virtual Luxury: Examining Avatar Identification, Virtual Materialism, and Status Consumption in Online Gaming
Shavneet Sharma
Journal of Global Marketing (2024) Vol. 37, Iss. 4, pp. 282-303
Closed Access | Times Cited: 3

Editorial: User-Avatar Bond: Risk and Opportunities in Gaming and Beyond
Vasileios Stavropoulos, Rabindra Ratan, Kwan Min Lee
Frontiers in Psychology (2022) Vol. 13
Open Access | Times Cited: 13

Paying for beloved game characters: congruence with ideal others predicts purchase intention
Yunheng Wang, Xianglong Zeng, Kaiyuan Wan, et al.
Current Psychology (2024) Vol. 43, Iss. 29, pp. 24149-24158
Closed Access | Times Cited: 2

Avatars’ impacts in retail: a study within regulatory engagement theory
Sihem Ben Saad, Fatma Choura
International Journal of Retail & Distribution Management (2024) Vol. 52, Iss. 6, pp. 689-705
Closed Access | Times Cited: 2

Disordered gaming: the interplay between user-avatar bond and sexual minority status
Sarah L. Eddy, Benjamin Loriente, Tyrone L. Burleigh, et al.
Psychology and Sexuality (2024), pp. 1-17
Closed Access | Times Cited: 1

Exploring user-avatar bond profiles: Longitudinal impacts on internet gaming disorder
Taylor Brown, Raffaela Smith, Daniel Zarate, et al.
Computers in Human Behavior (2024) Vol. 159, pp. 108340-108340
Open Access | Times Cited: 1

The Proteus effect in Fallout: New Vegas: Investigating gender-conforming behaviours in videogames
Kim Szolin, Daria J. Kuss, Filip Nuyens, et al.
Entertainment Computing (2024) Vol. 52, pp. 100765-100765
Open Access | Times Cited: 1

Validation of the 12-item Gamification User Types Hexad Scale in 1,610 Hong Kong Young Gamers
Ted C. T. Fong, Sirui Lu, Xingcan Ye, et al.
International Journal of Mental Health and Addiction (2024)
Open Access | Times Cited: 1

Relationships Between Gaming Disorder, Risk Factors, and Protective Factors Among a Sample of Chinese University Students Utilizing a Network Perspective
Li Li, Zhimin Niu, Yuting Song, et al.
International Journal of Mental Health and Addiction (2023)
Open Access | Times Cited: 4

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