OpenAlex Citation Counts

OpenAlex Citations Logo

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:

‘Go with the flow’ for gamification and sustainability marketing
Lucas Whittaker, Rory Mulcahy, Rebekah Russell‐Bennett
International Journal of Information Management (2021) Vol. 61, pp. 102305-102305
Open Access | Times Cited: 108

Showing 1-25 of 108 citing articles:

Metaverse beyond the hype: Multidisciplinary perspectives on emerging challenges, opportunities, and agenda for research, practice and policy
Yogesh K. Dwivedi, Laurie Hughes, Abdullah M. Baabdullah, et al.
International Journal of Information Management (2022) Vol. 66, pp. 102542-102542
Open Access | Times Cited: 1676

Past, present, and future of customer engagement
Weng Marc Lim, Tareq Rasul, Satish Kumar, et al.
Journal of Business Research (2021) Vol. 140, pp. 439-458
Open Access | Times Cited: 311

How gamification drives consumer citizenship behaviour: The role of perceived gamification affordances
Jiahong Xu, Helen S. Du, Kathy Ning Shen, et al.
International Journal of Information Management (2022) Vol. 64, pp. 102477-102477
Closed Access | Times Cited: 83

Investigating the moderating role of AI-enabled services on flow and awe experience
Pradeep Kautish, Arpita Khare
International Journal of Information Management (2022) Vol. 66, pp. 102519-102519
Closed Access | Times Cited: 59

Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports
Tyreal Yizhou Qian, Robbie Matz, Lei Luo, et al.
Journal of Business Research (2022) Vol. 145, pp. 482-494
Closed Access | Times Cited: 56

Applying cognitive evaluation theory to analyze the impact of gamification mechanics on user engagement in resource recycling
Chia‐Lin Hsu
Information & Management (2022) Vol. 59, Iss. 2, pp. 103602-103602
Closed Access | Times Cited: 55

The new 3Ps of sustainability marketing: The case of fashion
Leonora Fuxman, Iris Mohr, Ali B. Mahmoud, et al.
Sustainable Production and Consumption (2022) Vol. 31, pp. 384-396
Closed Access | Times Cited: 44

Message framing effects on sustainable consumer behaviour: a systematic review and future research directions for social marketing
Emma Florence, David Fleischman, Rory Mulcahy, et al.
Journal of Social Marketing (2022) Vol. 12, Iss. 4, pp. 623-652
Closed Access | Times Cited: 38

Game on! A state-of-the-art overview of doing business with gamification
Wamika Sharma, Weng Marc Lim, Satish Kumar, et al.
Technological Forecasting and Social Change (2023) Vol. 198, pp. 122988-122988
Open Access | Times Cited: 34

The dark side of the metaverse: The role of gamification in event virtualization
Carlos Flavián, Sergio Ibáñez‐Sánchez, Carlos Orús, et al.
International Journal of Information Management (2023), pp. 102726-102726
Open Access | Times Cited: 29

Shopping in the digital world: How augmented reality mobile applications trigger customer engagement
Kuan‐Yu Lin, Travis K. Huang
Technology in Society (2024) Vol. 77, pp. 102540-102540
Closed Access | Times Cited: 10

The effects of individual-level espoused national cultural values on the willingness to use Bitcoin-like blockchain currencies
Eduardo Salcedo, Manjul Gupta
International Journal of Information Management (2021) Vol. 60, pp. 102388-102388
Closed Access | Times Cited: 49

Climate-intelligent cities and resilient urbanisation: Challenges and opportunities for information research
Loo Geok Pee, Shan L. Pan
International Journal of Information Management (2021) Vol. 63, pp. 102446-102446
Closed Access | Times Cited: 42

Mechanism of gamification: Role of flow in the behavioral and emotional pathways of engagement in management education
Nibu John Thomas, Rupashree Baral
The International Journal of Management Education (2022) Vol. 21, Iss. 1, pp. 100718-100718
Closed Access | Times Cited: 36

Assessing the relationship between gamified advertising and in-app purchases: a consumers’ benefits-based perspective
Riccardo Rialti, Raffaele Filieri, Lamberto Zollo, et al.
International Journal of Advertising (2022) Vol. 41, Iss. 5, pp. 868-891
Open Access | Times Cited: 35

Designing and Implementing the MySusCof App—A Mobile App to Support Food Waste Reduction
Rainer Haas, Hakan AŞAN, Onur Doğan, et al.
Foods (2022) Vol. 11, Iss. 15, pp. 2222-2222
Open Access | Times Cited: 28

The double side of flow in regret and product returns: Maximizers versus satisficers
Sergio Barta, Raquel Gurrea, Carlos Flavián
International Journal of Information Management (2023) Vol. 71, pp. 102648-102648
Open Access | Times Cited: 19

Gamification and sustainable development: Role of gamified learning in sustainable purchasing
Abaid Ullah Zafar, Mohsin Shahzad, Khuram Shahzad, et al.
Technological Forecasting and Social Change (2023) Vol. 198, pp. 122968-122968
Closed Access | Times Cited: 18

The role of embodiment and ergonomics in immersive VR tours in creating memorable tourism experiences
Janarthanan Balakrishnan, Yogesh K. Dwivedi, Anubhav Mishra, et al.
International Journal of Contemporary Hospitality Management (2024) Vol. 36, Iss. 11, pp. 3794-3822
Open Access | Times Cited: 5

Gamified promotions in shopping apps: can effort justification and regret explain their positive effects?
Kathrin Sinemus, Stephan Zielke, Thomas Dobbelstein
Journal of service management (2025)
Closed Access

How does media richness foster online gamer loyalty?
Fan‐Chen Tseng, Tzu‐Ling Huang, Thi Tuan Linh Pham, et al.
International Journal of Information Management (2021) Vol. 62, pp. 102439-102439
Closed Access | Times Cited: 33

Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory
Fei Zhou, Youhai Lin, Jian Mou, et al.
Technological Forecasting and Social Change (2022) Vol. 186, pp. 122150-122150
Closed Access | Times Cited: 22

Gamification impact on tourists’ pro-sustainability intentions: integration of technology acceptance model (TAM) and the theory of planned behaviour (TPB)
Mahmoud Abou Kamar, Azza Maher, Islam Elbayoumi Salem, et al.
Tourism Review (2023) Vol. 79, Iss. 2, pp. 487-504
Closed Access | Times Cited: 15

Creatability, achievability, and immersibility: New game design elements that increase online game usage
Ching‐I Teng, Tzu-Ling Huang, Guanling Huang, et al.
International Journal of Information Management (2023) Vol. 75, pp. 102732-102732
Open Access | Times Cited: 14

Page 1 - Next Page

Scroll to top