
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:
Video game play is positively correlated with well-being
Niklas Johannes, Matti Vuorre, Andrew K. Przybylski
Royal Society Open Science (2021) Vol. 8, Iss. 2
Open Access | Times Cited: 212
Niklas Johannes, Matti Vuorre, Andrew K. Przybylski
Royal Society Open Science (2021) Vol. 8, Iss. 2
Open Access | Times Cited: 212
Showing 1-25 of 212 citing articles:
There Is No Evidence That Associations Between Adolescents’ Digital Technology Engagement and Mental Health Problems Have Increased
Matti Vuorre, Amy Orben, Andrew K. Przybylski
Clinical Psychological Science (2021) Vol. 9, Iss. 5, pp. 823-835
Open Access | Times Cited: 103
Matti Vuorre, Amy Orben, Andrew K. Przybylski
Clinical Psychological Science (2021) Vol. 9, Iss. 5, pp. 823-835
Open Access | Times Cited: 103
Time spent playing video games is unlikely to impact well-being
Matti Vuorre, Niklas Johannes, Kristoffer Magnusson, et al.
Royal Society Open Science (2022) Vol. 9, Iss. 7
Open Access | Times Cited: 66
Matti Vuorre, Niklas Johannes, Kristoffer Magnusson, et al.
Royal Society Open Science (2022) Vol. 9, Iss. 7
Open Access | Times Cited: 66
Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis
Christian Bäcklund, Pia Elbe, Hanna Malmberg Gavelin, et al.
Journal of Behavioral Addictions (2022) Vol. 11, Iss. 3, pp. 667-688
Open Access | Times Cited: 58
Christian Bäcklund, Pia Elbe, Hanna Malmberg Gavelin, et al.
Journal of Behavioral Addictions (2022) Vol. 11, Iss. 3, pp. 667-688
Open Access | Times Cited: 58
Literacy for Digital Futures
Kathy A. Mills, Len Unsworth, Laura Scholes
(2022)
Open Access | Times Cited: 46
Kathy A. Mills, Len Unsworth, Laura Scholes
(2022)
Open Access | Times Cited: 46
Therapeutic use of serious games in mental health: scoping review
Alice M Dewhirst, Richard Laugharne, Rohit Shankar
BJPsych Open (2022) Vol. 8, Iss. 2
Open Access | Times Cited: 43
Alice M Dewhirst, Richard Laugharne, Rohit Shankar
BJPsych Open (2022) Vol. 8, Iss. 2
Open Access | Times Cited: 43
The use of digital technologies by people with mild-to-moderate dementia during the COVID-19 pandemic: A positive technology perspective
Catherine V. Talbot, Pam Briggs
Dementia (2022) Vol. 21, Iss. 4, pp. 1363-1380
Open Access | Times Cited: 42
Catherine V. Talbot, Pam Briggs
Dementia (2022) Vol. 21, Iss. 4, pp. 1363-1380
Open Access | Times Cited: 42
Understanding the construction of ‘behavior’ in smartphone addiction: A scoping review
Richard J. E. James, Grace Dixon, Maria-Gabriela Dragomir, et al.
Addictive Behaviors (2022) Vol. 137, pp. 107503-107503
Open Access | Times Cited: 40
Richard J. E. James, Grace Dixon, Maria-Gabriela Dragomir, et al.
Addictive Behaviors (2022) Vol. 137, pp. 107503-107503
Open Access | Times Cited: 40
Social video gaming and well-being
Nicholas David Bowman, Diana Rieger, Jih‐Hsuan Tammy Lin
Current Opinion in Psychology (2022) Vol. 45, pp. 101316-101316
Closed Access | Times Cited: 39
Nicholas David Bowman, Diana Rieger, Jih‐Hsuan Tammy Lin
Current Opinion in Psychology (2022) Vol. 45, pp. 101316-101316
Closed Access | Times Cited: 39
The Health Effects of Video Games in Children and Adolescents
Daniel Alanko
Pediatrics in Review (2023) Vol. 44, Iss. 1, pp. 23-32
Closed Access | Times Cited: 28
Daniel Alanko
Pediatrics in Review (2023) Vol. 44, Iss. 1, pp. 23-32
Closed Access | Times Cited: 28
Development and Validation of a Basic Psychological Needs Scale for Technology Use
Laura Moradbakhti, Benedikt Leichtmann, Martina Mara
Psychological Test Adaptation and Development (2024) Vol. 5, Iss. 1, pp. 26-45
Open Access | Times Cited: 12
Laura Moradbakhti, Benedikt Leichtmann, Martina Mara
Psychological Test Adaptation and Development (2024) Vol. 5, Iss. 1, pp. 26-45
Open Access | Times Cited: 12
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
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
How much gaming is too much? An analysis based on psychological distress
Dana Katz, Zsolt Horváth, Halley M. Pontes, et al.
Journal of Behavioral Addictions (2024) Vol. 13, Iss. 3, pp. 716-728
Open Access | Times Cited: 8
Dana Katz, Zsolt Horváth, Halley M. Pontes, et al.
Journal of Behavioral Addictions (2024) Vol. 13, Iss. 3, pp. 716-728
Open Access | Times Cited: 8
No effect of different types of media on well-being
Niklas Johannes, Tobias Dienlin, Hasan Bakhshi, et al.
Scientific Reports (2022) Vol. 12, Iss. 1
Open Access | Times Cited: 36
Niklas Johannes, Tobias Dienlin, Hasan Bakhshi, et al.
Scientific Reports (2022) Vol. 12, Iss. 1
Open Access | Times Cited: 36
The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis
David Zendle, Catherine Flick, Sebastian Deterding, et al.
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-28
Open Access | Times Cited: 21
David Zendle, Catherine Flick, Sebastian Deterding, et al.
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-28
Open Access | Times Cited: 21
GameFi: The perfect symbiosis of blockchain, tokens, DeFi, and NFTs?
Juliane Proelss, Stéphane Sévigny, Denis Schweizer
International Review of Financial Analysis (2023) Vol. 90, pp. 102916-102916
Closed Access | Times Cited: 20
Juliane Proelss, Stéphane Sévigny, Denis Schweizer
International Review of Financial Analysis (2023) Vol. 90, pp. 102916-102916
Closed Access | Times Cited: 20
A Manifesto for More Productive Psychological Games Research
Nick Ballou
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-26
Open Access | Times Cited: 18
Nick Ballou
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-26
Open Access | Times Cited: 18
Does playing a video game really result in improvements in psychological well-being in the era of COVID-19?
Minseong Kim
Journal of Retailing and Consumer Services (2021) Vol. 61, pp. 102577-102577
Closed Access | Times Cited: 36
Minseong Kim
Journal of Retailing and Consumer Services (2021) Vol. 61, pp. 102577-102577
Closed Access | Times Cited: 36
Objective, subjective, and accurate reporting of social media use: No evidence that daily social media use correlates with personality traits, motivational states, or well-being.
Niklas Johannes, Thuy-vy Thi Nguyen, Netta Weinstein, et al.
Technology Mind and Behavior (2021) Vol. 2, Iss. 2
Open Access | Times Cited: 35
Niklas Johannes, Thuy-vy Thi Nguyen, Netta Weinstein, et al.
Technology Mind and Behavior (2021) Vol. 2, Iss. 2
Open Access | Times Cited: 35
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
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
Surprisingly high prevalence rates of severe psychological distress among consumers who purchase loot boxes in video games
Aaron Drummond, Lauren C. Hall, James D. Sauer
Scientific Reports (2022) Vol. 12, Iss. 1
Open Access | Times Cited: 25
Aaron Drummond, Lauren C. Hall, James D. Sauer
Scientific Reports (2022) Vol. 12, Iss. 1
Open Access | Times Cited: 25
Impulsivity and loot box engagement
Eamon Patrick Garrett, Aaron Drummond, Emily Lowe-Calverley, et al.
Telematics and Informatics (2023) Vol. 78, pp. 101952-101952
Open Access | Times Cited: 15
Eamon Patrick Garrett, Aaron Drummond, Emily Lowe-Calverley, et al.
Telematics and Informatics (2023) Vol. 78, pp. 101952-101952
Open Access | Times Cited: 15
No evidence that Chinese playtime mandates reduced heavy gaming in one segment of the video games industry
David Zendle, Catherine Flick, Elena Petrovskaya, et al.
Nature Human Behaviour (2023) Vol. 7, Iss. 10, pp. 1753-1766
Open Access | Times Cited: 15
David Zendle, Catherine Flick, Elena Petrovskaya, et al.
Nature Human Behaviour (2023) Vol. 7, Iss. 10, pp. 1753-1766
Open Access | Times Cited: 15
The Ethics of AI in Games
Dávid Melhárt, Julian Togelius, Benedikte Mikkelsen, et al.
IEEE Transactions on Affective Computing (2023) Vol. 15, Iss. 1, pp. 79-92
Closed Access | Times Cited: 13
Dávid Melhárt, Julian Togelius, Benedikte Mikkelsen, et al.
IEEE Transactions on Affective Computing (2023) Vol. 15, Iss. 1, pp. 79-92
Closed Access | Times Cited: 13
Comparing psychopathological symptoms, life satisfaction, and personality traits between the WHO and APA frameworks of gaming disorder symptoms: A psychometric investigation
Christian Bäcklund, Daniel Eriksson Sörman, Hanna Malmberg Gavelin, et al.
Scandinavian Journal of Psychology (2024) Vol. 65, Iss. 4, pp. 665-682
Open Access | Times Cited: 5
Christian Bäcklund, Daniel Eriksson Sörman, Hanna Malmberg Gavelin, et al.
Scandinavian Journal of Psychology (2024) Vol. 65, Iss. 4, pp. 665-682
Open Access | Times Cited: 5
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