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:

Enhancing Attentional Control: Lessons from Action Video Games
Daphné Bavelier, C. Shawn Green
Neuron (2019) Vol. 104, Iss. 1, pp. 147-163
Open Access | Times Cited: 185

Showing 1-25 of 185 citing articles:

A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children
Maria Vedechkina, Francesca Borgonovi
Frontiers in Psychology (2021) Vol. 12
Open Access | Times Cited: 97

Commercial video games and cognitive functions: video game genres and modulating factors of cognitive enhancement
Eunhye Choi, Suk-Ho Shin, Jeh-Kwang Ryu, et al.
Behavioral and Brain Functions (2020) Vol. 16, Iss. 1
Open Access | Times Cited: 90

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani
JMIR Mental Health (2021) Vol. 8, Iss. 8, pp. e28150-e28150
Open Access | Times Cited: 71

Action Video Games Enhance Attentional Control and Phonological Decoding in Children with Developmental Dyslexia
Sara Bertoni, Sandro Franceschini, Giovanna Puccio, et al.
Brain Sciences (2021) Vol. 11, Iss. 2, pp. 171-171
Open Access | Times Cited: 70

Enhancing reading skills through a video game mixing action mechanics and cognitive training
Angela Pasqualotto, Irène Altarelli, Antonella De Angeli, et al.
Nature Human Behaviour (2022) Vol. 6, Iss. 4, pp. 545-554
Closed Access | Times Cited: 47

Video Game Design for Learning to Learn
Angela Pasqualotto, Jocelyn Parong, C. Shawn Green, et al.
International Journal of Human-Computer Interaction (2022) Vol. 39, Iss. 11, pp. 2211-2228
Open Access | Times Cited: 43

Action video games normalise the phonemic awareness in pre-readers at risk for developmental dyslexia
Sara Bertoni, Chiara Andreola, Sara Mascheretti, et al.
npj Science of Learning (2024) Vol. 9, Iss. 1
Open Access | Times Cited: 9

Neurogaming in Virtual Reality: A Review of Video Game Genres and Cognitive Impact
Jesus GomezRomero-Borquez, Carolina Del-Valle-Soto, J. Alberto Del Puerto-Flores, et al.
Electronics (2024) Vol. 13, Iss. 9, pp. 1683-1683
Open Access | Times Cited: 8

Gaming Disorder: A systematic review exploring the user-avatar relationship in videogames
Kim Szolin, Daria J. Kuss, Filip Nuyens, et al.
Computers in Human Behavior (2021) Vol. 128, pp. 107124-107124
Open Access | Times Cited: 52

Virtual reality video game improves high-fidelity memory in older adults
Peter E. Wais, Melissa Arioli, Roger Anguera‐Singla, et al.
Scientific Reports (2021) Vol. 11, Iss. 1
Open Access | Times Cited: 46

LSTM with bio inspired algorithm for action recognition in sports videos
Jun Chen, R. Dinesh Jackson Samuel, Parthasarathy Poovendran
Image and Vision Computing (2021) Vol. 112, pp. 104214-104214
Closed Access | Times Cited: 44

Effects of exergame and video game training on cognitive and physical function in older adults: A randomized controlled trial
Hai-Yan Hou, Hui‐Jie Li
Applied Ergonomics (2022) Vol. 101, pp. 103690-103690
Closed Access | Times Cited: 34

Going beyond video game consumption when considering Internet Gaming Disorder
Sezen Cekic, Benoit Bédiou, Sophia Achab, et al.
Comprehensive Psychiatry (2024) Vol. 133, pp. 152500-152500
Open Access | Times Cited: 6

Action video game training improves text reading accuracy, rate and comprehension in children with dyslexia: a randomized controlled trial
Jessica Peters, Sheila G. Crewther, Melanie Murphy, et al.
Scientific Reports (2021) Vol. 11, Iss. 1
Open Access | Times Cited: 32

Short-Term Effects of Video-Games on Cognitive Enhancement: the Role of Positive Emotions
Sandro Franceschini, Sara Bertoni, Matteo Lulli, et al.
Journal of Cognitive Enhancement (2021) Vol. 6, Iss. 1, pp. 29-46
Open Access | Times Cited: 32

A critical review on the moderating role of contextual factors in the associations between video gaming and well-being
Andree Hartanto, Verity Y. Q. Lua, Frosch Y. X. Quek, et al.
Computers in Human Behavior Reports (2021) Vol. 4, pp. 100135-100135
Open Access | Times Cited: 32

Impact of Action Video Gaming Behavior on Attention, Anxiety, and Sleep Among University Students
Fatimah Alsaad, Lujain Binkhamis, Amal Alsalman, et al.
Psychology Research and Behavior Management (2022) Vol. Volume 15, pp. 151-160
Open Access | Times Cited: 23

Application of transcranial alternating current stimulation to improve eSports-related cognitive performance
Fujia Jiao, Jie Zhuang, Michael A. Nitsche, et al.
Frontiers in Neuroscience (2024) Vol. 18
Open Access | Times Cited: 5

Action video games and posterior parietal cortex neuromodulation enhance both attention and reading in adults with developmental dyslexia
Sara Bertoni, Sandro Franceschini, Martina Mancarella, et al.
Cerebral Cortex (2024) Vol. 34, Iss. 4
Closed Access | Times Cited: 5

Association Between Gaming Disorder, Action Videogames, Working Memory Capacity and Cognitive Control
Andrzej Cudo, Natalia Kopiś-Posiej, Emilia Zabielska‐Mendyk, et al.
International Journal of Mental Health and Addiction (2025)
Closed Access

Enhanced visual attention-based sensorimotor control abilities in long-term first person shooter game players: A gray matter comparison study on different video games
Zhenggen Lin, Fujia Jiao, Lingyan Huang, et al.
Computers in Human Behavior (2025), pp. 108582-108582
Closed Access

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