
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:
Media Entertainment as a Self-Regulatory Resource
Leonard Reinecke, Diana Rieger
Oxford University Press eBooks (2021), pp. 755-779
Closed Access | Times Cited: 17
Leonard Reinecke, Diana Rieger
Oxford University Press eBooks (2021), pp. 755-779
Closed Access | Times Cited: 17
Showing 17 citing articles:
Media for Coping During COVID-19 Social Distancing: Stress, Anxiety, and Psychological Well-Being
Allison Eden, Benjamin K. Johnson, Leonard Reinecke, et al.
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 158
Allison Eden, Benjamin K. Johnson, Leonard Reinecke, et al.
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 158
Is There an Easy Path to Eudaimonia? Novel Insights on the Dual-process Perspective in Media Entertainment
Daniel Possler, Jule Scheper, Arthur A. Raney, et al.
Communication Research (2025)
Closed Access
Daniel Possler, Jule Scheper, Arthur A. Raney, et al.
Communication Research (2025)
Closed Access
Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic
Katy E. Pearce, Jason Yip, Jin Ha Lee, et al.
Games and Culture (2021) Vol. 17, Iss. 5, pp. 773-794
Open Access | Times Cited: 31
Katy E. Pearce, Jason Yip, Jin Ha Lee, et al.
Games and Culture (2021) Vol. 17, Iss. 5, pp. 773-794
Open Access | Times Cited: 31
Registered report evidence suggests no relationship between objectively tracked video game playtime and well-being over 3 months.
Nick Ballou, Craig Sewall, Jack Ratcliffe, et al.
Technology Mind and Behavior (2024) Vol. 5, Iss. 1
Open Access | Times Cited: 4
Nick Ballou, Craig Sewall, Jack Ratcliffe, et al.
Technology Mind and Behavior (2024) Vol. 5, Iss. 1
Open Access | Times Cited: 4
Games as Cognitive Recreation: User Perspectives on Brain-Training Apps
Md Waseq Ur Rahman, Maxwell Foxman, David M. Markowitz
International Journal of Human-Computer Interaction (2024), pp. 1-11
Closed Access | Times Cited: 2
Md Waseq Ur Rahman, Maxwell Foxman, David M. Markowitz
International Journal of Human-Computer Interaction (2024), pp. 1-11
Closed Access | Times Cited: 2
Explaining the Rich Entertainment Appeal of Nature Documentaries and its Conflicting Motivational Consequences
Anna Freytag, Daniel Possler, Nico Spreen, et al.
Mass Communication & Society (2024), pp. 1-33
Open Access | Times Cited: 2
Anna Freytag, Daniel Possler, Nico Spreen, et al.
Mass Communication & Society (2024), pp. 1-33
Open Access | Times Cited: 2
‘It’s Nothing Like Cancer’: Young Adults with Cancer Reflect on Memorable Entertainment Narratives
Meredith K. Reffner Collins, Allison J. Lazard, Ashley Hedrick McKenzie, et al.
Health Communication (2023) Vol. 39, Iss. 3, pp. 552-562
Closed Access | Times Cited: 6
Meredith K. Reffner Collins, Allison J. Lazard, Ashley Hedrick McKenzie, et al.
Health Communication (2023) Vol. 39, Iss. 3, pp. 552-562
Closed Access | Times Cited: 6
The longitudinal influence of hedonic and eudaimonic entertainment preferences on psychological resilience and wellbeing
Leonard Reinecke, Rebekka Kreling
Frontiers in Communication (2022) Vol. 7
Open Access | Times Cited: 9
Leonard Reinecke, Rebekka Kreling
Frontiers in Communication (2022) Vol. 7
Open Access | Times Cited: 9
How do video games affect mental health? A narrative review of 13 proposed mechanisms
Nick Ballou, Thomas Hakman, Matti Vuorre, et al.
(2024)
Open Access | Times Cited: 1
Nick Ballou, Thomas Hakman, Matti Vuorre, et al.
(2024)
Open Access | Times Cited: 1
The Basic Needs in Games (BANG) Model of Video Game Play and Mental Health
Nick Ballou, Sebastian Deterding
(2023)
Open Access | Times Cited: 3
Nick Ballou, Sebastian Deterding
(2023)
Open Access | Times Cited: 3
Media use and Coping in Tweens during the COVID-19 Pandemic
Nancy A. Jennings, Allison G. Caplovitz
Journal of Child and Family Studies (2022) Vol. 31, Iss. 6, pp. 1511-1521
Open Access | Times Cited: 5
Nancy A. Jennings, Allison G. Caplovitz
Journal of Child and Family Studies (2022) Vol. 31, Iss. 6, pp. 1511-1521
Open Access | Times Cited: 5
Exploring the impact of media use on wellbeing following a natural disaster
Arthur A. Raney, Amy L. Ai, Mary Beth Oliver
Frontiers in Communication (2022) Vol. 7
Open Access | Times Cited: 4
Arthur A. Raney, Amy L. Ai, Mary Beth Oliver
Frontiers in Communication (2022) Vol. 7
Open Access | Times Cited: 4
Supplemental Material for Registered report evidence suggests no relationship between objectively tracked video game playtime and well-being over 3 months.
Nick Ballou, Craig Sewall, Jack Ratcliffe, et al.
Technology Mind and Behavior (2024) Vol. 5, Iss. 1
Open Access
Nick Ballou, Craig Sewall, Jack Ratcliffe, et al.
Technology Mind and Behavior (2024) Vol. 5, Iss. 1
Open Access
Introducing the Transcendent Media Experience Model (TMEM)
Sophie H. Janicke‐Bowles
Communication Research (2024)
Closed Access
Sophie H. Janicke‐Bowles
Communication Research (2024)
Closed Access
What Constitutes Experiences of Autonomy in Digital Technology Use? A (Computational) Scoping Review Through the Lens of Self-Determination Theory
Felix Dietrich, Anisha Arenz, Leonard Reinecke
Interacting with Computers (2024)
Closed Access
Felix Dietrich, Anisha Arenz, Leonard Reinecke
Interacting with Computers (2024)
Closed Access
Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns
Nick Ballou, Sebastian Deterding, Ioanna Iacovides, et al.
(2022)
Open Access | Times Cited: 2
Nick Ballou, Sebastian Deterding, Ioanna Iacovides, et al.
(2022)
Open Access | Times Cited: 2
Gaming on the Go? Translation and Validation of the Video Game Demand Scale to Korean
Heejae Lee, Yoon Esther Lee, Nicholas David Bowman, et al.
International Journal of Human-Computer Interaction (2023) Vol. 40, Iss. 22, pp. 6984-6995
Closed Access
Heejae Lee, Yoon Esther Lee, Nicholas David Bowman, et al.
International Journal of Human-Computer Interaction (2023) Vol. 40, Iss. 22, pp. 6984-6995
Closed Access