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:

All that glitters is not gold: An investigation into the undesired effects of gamification and how to mitigate them through gamification design
Magdalena Bekk, René Eppmann, Kristina Klein, et al.
International Journal of Research in Marketing (2022) Vol. 39, Iss. 4, pp. 1059-1081
Closed Access | Times Cited: 23

Showing 23 citing articles:

How gamifying AI shapes customer motivation, engagement, and purchase behavior
Maher Georges Elmashhara, Roberta De Cicco, Susana Costa e Silva, et al.
Psychology and Marketing (2023) Vol. 41, Iss. 1, pp. 134-150
Open Access | Times Cited: 19

Gamify, engage, build loyalty: exploring the benefits of gameful experience for branded sports apps
Salma Habachi, Jorge Matute, Ramon Palau‐Saumell
Journal of Product & Brand Management (2023) Vol. 33, Iss. 1, pp. 57-75
Open Access | Times Cited: 14

Inteligencia emocional en estudiantes universitarios de fase profesional: Diseño, validación y aplicación de una práctica gamificada
Eliana Quiroz González, Dahiana Morales Grajales, Sarah Ospina-Cano, et al.
Revista Virtual Universidad Católica del Norte (2025), Iss. 74, pp. 161-193
Open Access

Looking a Gift Horse in the Mouth: The Dark Side of Uncertain Price Promotions
Arash Talebi, Sonja Prokopec, Ayse Onculer
Psychology and Marketing (2025)
Open Access

Experience matters: The mediating role of gameful experience in the relationship between gamified competition and perceived innovation culture
Corinna Vera Hedwig Schmidt, Jonas Manske, Tessa Christina Flatten
Creativity and Innovation Management (2023) Vol. 32, Iss. 4, pp. 551-567
Open Access | Times Cited: 8

Gamification, intrinsic motivation, and task performance of employees: the moderating role of goal difficulty
Ebina Justin M A, Manu Melwin Joy
Behaviour and Information Technology (2024) Vol. 43, Iss. 16, pp. 3993-4015
Closed Access | Times Cited: 2

The usefulness of gamification for enhancing customer loyalty to small e-tailers
Neringa Vilkaitė-Vaitonė, Sigita Kirse, Karina Adomavičiūtė, et al.
EuroMed Journal of Business (2024)
Closed Access | Times Cited: 2

Once upon a game: boosting brand storytelling through gamification
Elías Vega, Carmen Camarero Izquierdo
Journal of Product & Brand Management (2024) Vol. 33, Iss. 6, pp. 717-732
Closed Access | Times Cited: 2

The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry
Maria Elena Latino, Marta Menegoli, Fulvio Signore, et al.
Sustainability (2023) Vol. 15, Iss. 12, pp. 9503-9503
Open Access | Times Cited: 6

Gamification Myopia: Satiation Effects in Gamified Activities
Wafa Hammedi, Thomas Leclercq, Nadia Steils
Journal of Service Research (2023) Vol. 27, Iss. 2, pp. 213-230
Open Access | Times Cited: 5

Class integration of ChatGPT and learning analytics for higher education
Miguel Civit, María José Escalona, Francisco Cuadrado, et al.
Expert Systems (2024) Vol. 41, Iss. 12
Open Access | Times Cited: 1

Spezielle Anwendungsfälle der identitätsbasierten Markenführung
Christoph Burmann, Tilo Halaszovich, Michael Schade, et al.
Springer eBooks (2024), pp. 251-355
Closed Access

"Actually I Can Count My Blessings": User-Centered Design of an Application to Promote Gratitude Among Young Adults
Ananya Bhattacharjee, Zichen Gong, Bingcheng Wang, et al.
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CSCW2, pp. 1-29
Open Access

Promoting social and human factors through a gamified automotive software development environment
Gloria Piedad Gasca‐Hurtado, Mirna Muñoz, Samer Sameh
Journal of Software Evolution and Process (2024) Vol. 36, Iss. 11
Closed Access

Understanding Customer Readiness for Digital Gamification
Kallol Das, Yogesh Mungra, U.T. Rao, et al.
Journal of Computer Information Systems (2024), pp. 1-16
Closed Access

Simulations and Games in Teaching International Relations and Strategic Studies
Igor Castellano da Silva, Luiza K. Lyra, Isabella G. Paludo
(2024), pp. 1477-1490
Closed Access

Gamified cryptocurrency and rewards: Consumer behaviour during uncertain earnings
Zaid Bin Ahsan, Agam Gupta
Journal of Consumer Behaviour (2023) Vol. 23, Iss. 3, pp. 1540-1555
Closed Access | Times Cited: 1

INNOVATION OF DIGITAL MULTIMEDIA: RECOGNIZING THE ADVANTAGES
Azyan Yusra Kapi Kahbi, Azrina Suhaimi, Harshida Hasmy, et al.
e-Academia Journal (2023) Vol. 12, Iss. 2, pp. 224-239
Open Access | Times Cited: 1

Does Gamification Affect Customer Brand Engagement and Brand Value Co-Creation?
S. Baranidharan, J. Sharon Sophia, Chippy Mohan
Advances in marketing, customer relationship management, and e-services book series (2023), pp. 258-276
Closed Access

Marketing-Mix: Kommunikationspolitische Entscheidungen
Heribert Meffert, Christoph Burmann, Manfred Kirchgeorg, et al.
Marketing (2023), pp. 599-778
Closed Access

Repurchasing probabilistic goods as incentive sensation process for lonely individuals: The roles of liking and wanting
Anqi Hu, Ruizhi Yuan, Ruolan Chen, et al.
Journal of Consumer Affairs (2023) Vol. 58, Iss. 1, pp. 223-253
Closed Access

ICT based Gamification in the Dissemination of Content
Cristina Páez-Quinde, Ibeth Molina-Arcos, Edison Arroba-Freire, et al.
2022 International Conference on Augmented Intelligence and Sustainable Systems (ICAISS) (2022), pp. 820-825
Closed Access

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