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:

Information management can’t be all fun and games, can it? How gamified experiences foster information exchange in multi-actor service ecosystems
Patrick Weretecki, Goetz Greve, Kenneth Bates, et al.
International Journal of Information Management (2021) Vol. 61, pp. 102391-102391
Open Access | Times Cited: 22

Showing 22 citing articles:

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: 88

Gamification of cooperation: A framework, literature review and future research agenda
Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, et al.
International Journal of Information Management (2022) Vol. 67, pp. 102549-102549
Closed Access | Times Cited: 59

Informative and peripheral metaverse: Which leads to experience? An investigation from the viewpoint of self-concept
Janarthanan Balakrishnan, Ronnie Das, Ali Abdallah Alalwan, et al.
Computers in Human Behavior (2024) Vol. 156, pp. 108223-108223
Open Access | Times Cited: 12

Fluidity and the customer experience in digital platform ecosystems
Aishwarya Ramasundaram, Neeraj Pandey, Yupal Shukla, et al.
International Journal of Information Management (2022) Vol. 69, pp. 102599-102599
Closed Access | Times Cited: 33

Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR
Muhammad Farrukh Shahzad, Shuo Xu, Obaid ul Rehman, et al.
Scientific Reports (2023) Vol. 13, Iss. 1
Open Access | Times Cited: 22

The dynamics of value co‐creation behavior: A systematic review and future research agenda
Shanu Jain, Kavita Sharma, Sarita Devi
International Journal of Consumer Studies (2023) Vol. 48, Iss. 1
Closed Access | Times Cited: 17

How strategic, offensive, and defensive engagement impact gamers’ need satisfaction, loyalty, and game usage
Ching‐I Teng, Tzu‐Ling Huang, Zhuo-Han Yang, et al.
International Journal of Information Management (2022) Vol. 66, pp. 102515-102515
Closed Access | Times Cited: 19

Empowering green disposal behavior: the influence of gamification affordances and the multi-goal frame
Helen S. Du, Jingdong Yin, Yixun Lin, et al.
Behaviour and Information Technology (2025), pp. 1-17
Closed Access

Is Gamification Effective for Women Who Wish to Learn Computer Programming?
Claudio Cubillos, Rafael Mellado, Cecilia Nóbile
Human Behavior and Emerging Technologies (2025) Vol. 2025, Iss. 1
Open Access

Gamification
Marta Correia Sampaio, Margarida Freitas Oliveira, Isabel Reis, et al.
Advances in medical technologies and clinical practice book series (2025), pp. 25-48
Closed Access

Drawing goals nearer: Using the goal-gradient perspective to increase online game usage
Ching‐I Teng, Wen‐Lung Shiau, T.C.E. Cheng, et al.
International Journal of Information Management (2022) Vol. 66, pp. 102522-102522
Closed Access | Times Cited: 14

Medical practice in gamified online communities: Longitudinal effects of gamification on doctor engagement
Xuejie Yang, Nannan Xi, Dongxiao Gu, et al.
Information & Management (2023) Vol. 61, Iss. 7, pp. 103906-103906
Closed Access | Times Cited: 4

Gamification in marketing
Gurinder Singh, Bhawna Kumar, Kokil Jain
International Journal of Information Management (2021) Vol. 61, pp. 102415-102415
Closed Access | Times Cited: 8

Implementation of Gamification Strategies in the Framework of Organisational Communication
Lira Isis Valencia Quecano
VISUAL REVIEW International Visual Culture Review / Revista Internacional de Cultura Visual (2022) Vol. 10, Iss. 4, pp. 1-11
Open Access | Times Cited: 3

LEVELING UP KNOWLEDGE MANAGEMENT: HARNESSING GAMIFICATION FOR EFFECTIVE KNOWLEDGE ACQUISITION, DISTRIBUTION, DISSEMINATION, AND SHARING
Aleksandra Witoszek-Kubicka
Zeszyty Naukowe Uniwersytetu Przyrodniczo-Humanistycznego w Siedlcach Seria Administracja i Zarządzanie (2024) Vol. 61, Iss. 134
Open Access

Optimization of gamified Learning Education Model based on XR + 5G technology
Fan Yang
Entertainment Computing (2024) Vol. 51, pp. 100731-100731
Closed Access

Fostering consumer acceptance of smart glasses: the moderating role of price sensitivity
Anita Ciunova-Shuleska, Christian Nedu Osakwe, Nikolina Palamidovska-Sterjadovska, et al.
Technology Analysis and Strategic Management (2024), pp. 1-14
Closed Access

Social benefits of online peer information exchange among doctors: an empirical study on an online health community in China
Guorui Fan, Zhaohua Deng, Bin Wang
Behaviour and Information Technology (2024), pp. 1-24
Closed Access

Consumer Behaviour in Gamified Environment: A Bibliometric and Systematic Literature Review in Business and Management Area
Deeksha Singh, Sambashiva Rao Kunja
Acta Informatica Pragensia (2023) Vol. 12, Iss. 2, pp. 439-467
Open Access | Times Cited: 1

estrategias gamificadas al servicio de la gestión del conocimiento
Lira Isis Valencia Quecano
HUMAN REVIEW International Humanities Review / Revista Internacional de Humanidades (2022) Vol. 11, Iss. Monográfico, pp. 1-12
Open Access | Times Cited: 1

Gamification in Value Co-Creation: Implications, Research Issues and Prospects
苏遥 詹
Advances in Psychology (2023) Vol. 13, Iss. 11, pp. 5438-5448
Closed Access

Competition & Cooperation: How Gamified Interactions Promote Users’ Low-Carbon Actions
Yu Cao, Furou Kou, Hanli Hu, et al.
SSRN Electronic Journal (2022)
Closed Access

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