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:

Player-centered game AI from a flow perspective: Towards a better understanding of past trends and future directions
Christian Arzate Cruz, Jorge Adolfo Ramírez Uresti
Entertainment Computing (2017) Vol. 20, pp. 11-24
Open Access | Times Cited: 42

Showing 1-25 of 42 citing articles:

Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge
Lazaros Michailidis, Emili Balaguer‐Ballester, Xun He
Frontiers in Psychology (2018) Vol. 9
Open Access | Times Cited: 156

Virtual reality games for cognitive rehabilitation of older adults: a review of adaptive games, domains and techniques
Diego E. Guzmán, Carlos Felipe Rengifo Rodas, Juan David Guzman, et al.
Virtual Reality (2024) Vol. 28, Iss. 2
Open Access | Times Cited: 9

The Role of Big Data in Industrial (Bio)chemical Process Operations
Isuru A. Udugama, Carina L. Gargalo, Yoshiyuki Yamashita, et al.
Industrial & Engineering Chemistry Research (2020) Vol. 59, Iss. 34, pp. 15283-15297
Open Access | Times Cited: 52

Rethinking dynamic difficulty adjustment for video game design
Guo Zhi-xing, Ruck Thawonmas, Xiangshi Ren
Entertainment Computing (2024) Vol. 50, pp. 100663-100663
Closed Access | Times Cited: 6

Player-AI Interaction: What Neural Network Games Reveal About AI as Play
Jichen Zhu, Jennifer Villareale, Nithesh Javvaji, et al.
(2021), pp. 1-17
Open Access | Times Cited: 37

The impact of eye-tracking games as a training case on students' learning interest and continuous learning intention in game design courses: Taking Flappy Bird as an example
Chao Gu, Jiangjie Chen, Jiacheng Lin, et al.
Learning and Motivation (2022) Vol. 78, pp. 101808-101808
Closed Access | Times Cited: 22

Towards Digitalization in Bio-Manufacturing Operations: A Survey on Application of Big Data and Digital Twin Concepts in Denmark
Isuru A. Udugama, Merve Öner, Pau Cabañeros López, et al.
Frontiers in Chemical Engineering (2021) Vol. 3
Open Access | Times Cited: 28

Improving Learners’ Assessment and Evaluation in Crisis Management Serious Games: An Emotion-based Educational Data Mining Approach
Ibtissem Daoudi, Raoudha Chebil, Erwan Tranvouez, et al.
Entertainment Computing (2021) Vol. 38, pp. 100428-100428
Open Access | Times Cited: 20

A deep reinforcement learning technique for bug detection in video games
Geeta Rani, Upasana Pandey, Aniket Anil Wagde, et al.
International Journal of Information Technology (2022) Vol. 15, Iss. 1, pp. 355-367
Closed Access | Times Cited: 15

Exploring the effect of improved learning performance: A mobile augmented reality learning system
Wei‐Tsong Wang, Ying‐Lien Lin, Hsin-En Lu
Education and Information Technologies (2022) Vol. 28, Iss. 6, pp. 7509-7541
Open Access | Times Cited: 15

Detecting Students’ Flow States and Their Construct Through Electroencephalogram: Reflective Flow Experiences, Balance of Challenge and Skill, and Sense of Control
Shu-Fen Wu, Yu-Ling Lu, Chi-Jui Lien
Journal of Educational Computing Research (2020) Vol. 58, Iss. 8, pp. 1515-1540
Closed Access | Times Cited: 21

The Moderating Effects of Young Adults’ Personality Traits on Social Media Immersion
Tai‐Kuei Yu, Neng-Huei Lee, Cheng‐Min Chao
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 21

Game-Calibrated and User-Tailored Remote Detection of Stress and Boredom in Games
Fernando Bevilacqua, Henrik Engström, Per Backlund
Sensors (2019) Vol. 19, Iss. 13, pp. 2877-2877
Open Access | Times Cited: 21

An individualized and adaptive game-based therapy for cerebral visual impairment: Design, development, and evaluation
Nofar Ben Itzhak, Inge Franki, Bart Jansen, et al.
International Journal of Child-Computer Interaction (2021) Vol. 31, pp. 100437-100437
Open Access | Times Cited: 16

Usability and user experience of an individualized and adaptive game-based therapy for children with cerebral visual impairment
Nofar Ben Itzhak, Inge Franki, Bart Jansen, et al.
International Journal of Child-Computer Interaction (2022) Vol. 35, pp. 100551-100551
Open Access | Times Cited: 11

Player Enjoyment in Video Games: A Systematic Review and Meta-analysis of the Effects of Game Design Choices
Loïc Caroux, Morgane Pujol
International Journal of Human-Computer Interaction (2023) Vol. 40, Iss. 16, pp. 4227-4238
Open Access | Times Cited: 6

Changes in heart rate and facial actions during a gaming session with provoked boredom and stress
Fernando Bevilacqua, Henrik Engström, Per Backlund
Entertainment Computing (2017) Vol. 24, pp. 10-20
Open Access | Times Cited: 19

HRLB⌃2: A Reinforcement Learning Based Framework for Believable Bots
Christian Arzate Cruz, Jorge Adolfo Ramírez Uresti
Applied Sciences (2018) Vol. 8, Iss. 12, pp. 2453-2453
Open Access | Times Cited: 18

An efficiently working brain characterizes higher mental flow that elicits pleasure in Chinese calligraphic handwriting
Yue Wang, Buxin Han, Min Li, et al.
Cerebral Cortex (2023) Vol. 33, Iss. 12, pp. 7395-7408
Open Access | Times Cited: 4

The Effect of Live Streaming on Impulse Buying from an Affordance Perspective on Tiktok Platform
Aldi Maulana Putra, Ilsya Hayadi
EKOMBIS REVIEW Jurnal Ilmiah Ekonomi dan Bisnis (2024) Vol. 12, Iss. 1
Open Access | Times Cited: 1

Negative Emotional Value of Players: Exploring the Time Investment Dimension from Chinese Mobile Game Players’ Reviews
Rui Chen, Haolan Yan, Liu Xian
International Journal of Human-Computer Interaction (2024), pp. 1-20
Closed Access | Times Cited: 1

Do game transfer phenomena lead to flow? An investigation of in-game and out-game immersion among MOBA gamers
Jan Patrick Grona Gutierrez
Computers in Human Behavior Reports (2021) Vol. 3, pp. 100079-100079
Open Access | Times Cited: 10

In the Zone: Towards a Comparative Study of Flow State in Primates
Fay E. Clark
Animal Behavior and Cognition (2023) Vol. 10, Iss. 1, pp. 62-88
Open Access | Times Cited: 3

A General Framework and Control Theoretic Approach for Adaptive Interactive Learning Environments
Alexander Streicher, Rainer Schönbein, Stefan Pickl
Springer optimization and its applications (2020), pp. 243-257
Closed Access | Times Cited: 6

Human-AI Coordination to Induce Flow in Adaptive Learning Systems
Ion Juvina, Kevin O’Neill, Jarean Carson, et al.
Learning and analytics in intelligent systems (2024), pp. 139-162
Closed Access

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