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:

The impacts of gamification designs on consumer purchase: A use and gratification theory perspective
Tong Che, Yaoyao Peng, Qiang Zhou, et al.
Electronic Commerce Research and Applications (2023) Vol. 59, pp. 101268-101268
Closed Access | Times Cited: 22

Showing 22 citing articles:

Why do people use Metaverse? A uses and gratification theory perspective
Heeseung Yu
Telematics and Informatics (2024) Vol. 89, pp. 102110-102110
Closed Access | Times Cited: 23

Exploring the adoption patterns of matrimonial apps: An analysis of user gratifications
G Sowmya, Debarun Chakraborty, Aruna Polisetty, et al.
Journal of Retailing and Consumer Services (2024) Vol. 78, pp. 103731-103731
Closed Access | Times Cited: 9

Drivers of consumer group participation in an online shopping event: Alibaba's singles’ day
Jen‐Her Wu, Qi Li, Lifang Peng, et al.
Information Processing & Management (2025) Vol. 62, Iss. 3, pp. 104067-104067
Closed Access

It’s not all fun and games: gamification in e-commerce on consumers’ impulse buying of retail food products
Su-Kyung Lim, Yao‐Hua Tan, Xiu-Ming Loh, et al.
British Food Journal (2025)
Closed Access

Disentangling e-commerce gamification affordances on recommendation acceptances from a perceived value perspective
Furong Jia, Jie Yu
Information Technology and People (2024)
Closed Access | Times Cited: 3

Human–Human Interactions’ Influence on Impulse-Buying Intention in Live Commerce: The Roles of Guanxi, co-Viewer Trust, and Gamification
Bang Nguyen‐Viet, Yen Thi Hoang Nguyen
Journal of Promotion Management (2024) Vol. 30, Iss. 7, pp. 1057-1086
Closed Access | Times Cited: 3

Extended Reality (XR) Engines for Developing Gamified Apps and Serious Games: A Scoping Review
Humberto Marín-Vega, Giner Alor‐Hernández, Maritza Bustos-López, et al.
Future Internet (2023) Vol. 15, Iss. 12, pp. 379-379
Open Access | Times Cited: 7

Gamification and economic behavior: Geospatial insights into mobile exercise app usage in South Korea
Seongsoo Jang, Jinwon Kim, Changwook Kim
Tourism Economics (2024)
Closed Access | Times Cited: 2

Exploring consumer purchase intention in cross-boundary retail alliances with gamified OMO virtual-physical fusion services
Pei‐Hsuan Tsai
Journal of Retailing and Consumer Services (2023) Vol. 77, pp. 103698-103698
Closed Access | Times Cited: 4

Gamification as an Aesthetic Trend in Communication of Russian Brands
E. S. Radiontseva
Communicology (2024) Vol. 12, Iss. 1, pp. 54-64
Open Access | Times Cited: 1

Effect of platform gamification rewards on user stickiness
Yupeng Mou, Yali Ma, Duanyang Guo, et al.
Management Decision (2024)
Closed Access | Times Cited: 1

Gamification: Strategy to Pull the Intention of DKI Jakarta Residents (Choice User) to Use Public Transportation
Dian Siskawati, Puspita Dirgahayani
PENA TEKNIK Jurnal Ilmiah Ilmu-Ilmu Teknik (2024) Vol. 9, Iss. 1, pp. 27-27
Open Access

A Gamified Approach to Fostering Remote Team Cohesion and Performance
Hélio Cavudissa, Carlos Tam
(2024)
Closed Access

Improving the Efficiency of Using LMS Moodle in the Educational Process by Implementing Gamification Technologies
А. А. Курочкина, Olga V. Lukina, Sergey Krasnov, et al.
Lecture notes in networks and systems (2024), pp. 419-435
Closed Access

Innovations with sustainability potential within the ultra-fast business model
Anita Uchańska-Bieniusiewicz
Corporate Governance (2024)
Closed Access

Influence of Gender, Parental Control, Academic Performance and Physical Activity Level on the Characteristics of Video Game Use and Associated Psychosocial Problems in Adolescents
Manuel Isorna Folgar, Adrián Mateo‐Orcajada, José María Faílde Garrido, et al.
Behavioral Sciences (2024) Vol. 14, Iss. 12, pp. 1204-1204
Open Access

Analisis Pengaruh Mini Games Pada Platform E-Commerce Shopee Terhadap Niat Pengguna Untuk Berbelanja Secara Online
Muhammad Zidan Tifanno Nurfidausyi, Yusi Tyroni Mursityo, Intan Sartika Eris Maghfiroh
Jurnal Sistem Informasi Teknologi Informasi dan Edukasi Sistem Informasi (2024) Vol. 5, Iss. 2, pp. 100-109
Closed Access

Pourquoi la Génération Apha utilise-t-elle les applications bancaires ?
Souheila Kaabachi, Ahmed Anis Charfi, Monyédodo Régis Kpossa, et al.
(2024) Vol. Vol. 41, Iss. 1, pp. 127-150
Closed Access

A Systematic Review of Gamification and Their Impact on E-commerce Applications
Sari Rahayu, Paulus Insap Santosa, Sunu Wibirama
(2024), pp. 487-492
Closed Access

Using an Interactive Digital Games Program to Enhance English Vocabulary Retention and Grammar Achievement of Preparatory School Pupils
أسماء محمد محمود
مجلة البحث في التربية وعلم النفس (2023) Vol. 38, Iss. 4, pp. 691-714
Open Access

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