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:

Playing during a crisis: The impact of commercial video games on the reconfiguration of people’s life during the COVID-19 pandemic
Arianna Boldi, Amon Rapp, Maurizio Tirassa
Human-Computer Interaction (2022) Vol. 39, Iss. 5-6, pp. 338-379
Open Access | Times Cited: 32

Showing 1-25 of 32 citing articles:

Problematic gaming, social withdrawal, and Escapism: The Compensatory-Dissociative Online Gaming (C-DOG) model
Alessandro Giardina, Adriano Schimmenti, Vladan Starčević, et al.
Computers in Human Behavior (2024) Vol. 155, pp. 108187-108187
Open Access | Times Cited: 10

Exploring the Lived Experience of Behavior Change Technologies: Towards an Existential Model of Behavior Change for HCI
Amon Rapp, Arianna Boldi
ACM Transactions on Computer-Human Interaction (2023) Vol. 30, Iss. 6, pp. 1-50
Open Access | Times Cited: 15

The Economic Implications of Services in the Metaverse
Carlos Cantú, Cecilia Franco, Jon Frost
(2024), pp. 83-118
Closed Access | Times Cited: 5

Escaping through virtual gaming—what is the association with emotional, social, and mental health? A systematic review
Lucas Murrins Marques, Pedro Makoto Uchida, Felipe O. Aguiar, et al.
Frontiers in Psychiatry (2023) Vol. 14
Open Access | Times Cited: 13

Social Media, Mobile Payment, and Mobile Gaming for Intentional and Behavioral Recommendations
Shu-Hsien Liao, Retno Widowati, Wei Tang
International Journal of Human-Computer Interaction (2024), pp. 1-19
Closed Access | Times Cited: 3

Why premium in freemium: a hedonic shopping motivation model in virtual game retailing
Ali Hussain, Ding Hooi Ting, Ben Marder
Information Technology and People (2024)
Closed Access | Times Cited: 2

Nostalgia in video games
Nicholas David Bowman, Tim Wulf
Current Opinion in Psychology (2022) Vol. 49, pp. 101544-101544
Closed Access | Times Cited: 11

“Is It Legit, To You?”. An Exploration of Players’ Perceptions of Cheating in a Multiplayer Video Game: Making Sense of Uncertainty
Arianna Boldi, Amon Rapp
International Journal of Human-Computer Interaction (2023) Vol. 40, Iss. 15, pp. 4021-4041
Closed Access | Times Cited: 5

Norwegian Adolescents in the Initial Stages of COVID-19 Restrictions
Beate Wold Hygen, Věra Skalická, Robert J. Coplan, et al.
Journal of Media Psychology Theories Methods and Applications (2024) Vol. 36, Iss. 5, pp. 317-329
Closed Access | Times Cited: 1

Experiences of long-term unemployment from an occupational perspective: A scoping review
Tanja Turtiainen, Anne-Le Morville, Inger Jansson
Journal of Occupational Science (2024) Vol. 31, Iss. 3, pp. 458-475
Open Access | Times Cited: 1

The Effect of Time Spent on Online Gaming on Problematic Game Use in Male: Moderating Effects of Loneliness, Living Alone, and Household Size
Kyeongwoo Park, Hyein Chang, Jin Pyo Hong, et al.
Psychiatry Investigation (2024) Vol. 21, Iss. 2, pp. 181-190
Open Access | Times Cited: 1

How cultural elements shape game evaluations: The role of cultural authenticity and perceived effort
Xumin Zhang, Qianying Huang, Zhuomin Shi, et al.
Computers in Human Behavior (2024) Vol. 162, pp. 108452-108452
Closed Access | Times Cited: 1

Gamers’ subjective Well-Being: the role of Peripheral and Core elements of eSporst Videogame Addiction
Amir Zaib Abbasi, Muhammad Khalil Khan, Faria Naeem, et al.
Current Psychology (2023) Vol. 42, Iss. 36, pp. 32230-32243
Closed Access | Times Cited: 3

Making sense of the pandemic: Multiple functions of commercial video games during one year and a half of COVID-19 crisis
Arianna Boldi, Amon Rapp
International Journal of Human-Computer Studies (2023) Vol. 180, pp. 103141-103141
Open Access | Times Cited: 3

Creating a New Normal? Technosocial Relations, Mundane Governance and Pandemic-Related Disruption in Everyday Life
Aleks Deejay, Kathryn Henne
Sociology (2023) Vol. 58, Iss. 3, pp. 699-716
Open Access | Times Cited: 2

The reinvention of video games and new forms of consumption in lockdown times. The case of Fortnite
Jenniffer Soto de la Cruz, Sara Cortés Gómez, Pilar Lacasa
Comunicación y Sociedad (2023), pp. 1-23
Open Access | Times Cited: 2

The impact of COVID-19 on online music listening behaviors in light of listeners’ social interactions
Mona Ghaffari, Gohar F. Khan, Shivendu Pratap Singh, et al.
Multimedia Tools and Applications (2023) Vol. 83, Iss. 5, pp. 13197-13239
Open Access | Times Cited: 2

Gaming during the COVID-19 pandemic: Examining its effect on loneliness & motivation, playing and gratification differences between competitive and recreational gamers
Yang Jin, Ruoxu Wang, Amy Cook, et al.
Telematics and Informatics Reports (2023) Vol. 11, pp. 100093-100093
Open Access | Times Cited: 2

Playing Through Tough Times: Exploring the Relationship between Game Aspects and Coping Strategies during Difficult Life Challenges
Sahar Mirhadi, Ioanna Iacovides, Alena Denisova
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CHI PLAY, pp. 1-25
Open Access

Much ado about nothing - a meta-analysis of time spent playing video games and mental health during the COVID-19 pandemic
Łukasz D. Kaczmarek, Patrycja Chwiłkowska, Maciej Behnke, et al.
Research Square (Research Square) (2024)
Open Access

Stress in Esports: A Qualitative Study on The Interplay of Player Experiences and Organizational Systems
Arianna Boldi, Amon Rapp, Max V. Birk
International Journal of Human-Computer Interaction (2024), pp. 1-24
Closed Access

Beyond Entertainment: Crisis-Themed Gaming and Its Educational Potential
Laura do Nascimento Martins, Sara González, Oksana Tymoshchuk, et al.
Springer series in design and innovation (2024), pp. 913-927
Closed Access

Through the eyes of beginner game designers: An experience report on the pre-production of our first commercial game
Paulo Andrade, Maria Amparo Barros, Fernanda Pires, et al.
(2024), pp. 157-170
Closed Access

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