
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:
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: 65
Matti Vuorre, Niklas Johannes, Kristoffer Magnusson, et al.
Royal Society Open Science (2022) Vol. 9, Iss. 7
Open Access | Times Cited: 65
Showing 1-25 of 65 citing articles:
From social media to artificial intelligence: improving research on digital harms in youth
Karen Mansfield, Sakshi Ghai, Thomas Hakman, et al.
The Lancet Child & Adolescent Health (2025)
Closed Access | Times Cited: 2
Karen Mansfield, Sakshi Ghai, Thomas Hakman, et al.
The Lancet Child & Adolescent Health (2025)
Closed Access | Times Cited: 2
Time to Think “Meta”: A Critical Viewpoint on the Risks and Benefits of Virtual Worlds for Mental Health
Vincent Paquin, Manuela Ferrari, Harmehr Sekhon, et al.
JMIR Serious Games (2023) Vol. 11, pp. e43388-e43388
Open Access | Times Cited: 32
Vincent Paquin, Manuela Ferrari, Harmehr Sekhon, et al.
JMIR Serious Games (2023) Vol. 11, pp. e43388-e43388
Open Access | Times Cited: 32
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: 7
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: 7
Levelling up the Study of Animal Gameplay
Fay E. Clark
Neuroscience & Biobehavioral Reviews (2025) Vol. 169, pp. 106016-106016
Open Access
Fay E. Clark
Neuroscience & Biobehavioral Reviews (2025) Vol. 169, pp. 106016-106016
Open Access
Internet Gaming Disorder Among Rural Left-Behind Children in China: A Sociological Qualitative Study
Kaixin Bao, Shujie Wu, Mohamed Oubibi, et al.
Psychology Research and Behavior Management (2025) Vol. Volume 18, pp. 387-403
Open Access
Kaixin Bao, Shujie Wu, Mohamed Oubibi, et al.
Psychology Research and Behavior Management (2025) Vol. Volume 18, pp. 387-403
Open Access
Perceived value of video games, but not hours played, predicts mental well-being in casual adult Nintendo players
Nick Ballou, Matti Vuorre, Thomas Hakman, et al.
Royal Society Open Science (2025) Vol. 12, Iss. 3
Open Access
Nick Ballou, Matti Vuorre, Thomas Hakman, et al.
Royal Society Open Science (2025) Vol. 12, Iss. 3
Open Access
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
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
Harmful compared to what? The problem of gaming and ambiguous causal questions
Kristoffer Magnusson, Fred Johansson, Andrew K. Przybylski
Addiction (2024) Vol. 119, Iss. 8, pp. 1478-1486
Open Access | Times Cited: 4
Kristoffer Magnusson, Fred Johansson, Andrew K. Przybylski
Addiction (2024) Vol. 119, Iss. 8, pp. 1478-1486
Open Access | Times Cited: 4
Confounding analysis with gaming aspects in predicting psychological distress of esports players
Soon Li Lee, Cai Lian Tam
PsyCh Journal (2024) Vol. 13, Iss. 4, pp. 541-551
Open Access | Times Cited: 3
Soon Li Lee, Cai Lian Tam
PsyCh Journal (2024) Vol. 13, Iss. 4, pp. 541-551
Open Access | Times Cited: 3
Gamers’ and non-gamers’ perspectives on the development of problematic video game play
Corey M. Monley, Bruce S. Liese, Lindsay Oberleitner
Current Psychology (2023) Vol. 43, Iss. 1, pp. 552-561
Open Access | Times Cited: 9
Corey M. Monley, Bruce S. Liese, Lindsay Oberleitner
Current Psychology (2023) Vol. 43, Iss. 1, pp. 552-561
Open Access | Times Cited: 9
How gaming motives affect the reciprocal relationships between video game use and quality of life: A prospective study using objective playtime indicators
Maxime Larrieu, Yoann Fombouchet, Joël Billieux, et al.
Computers in Human Behavior (2023) Vol. 147, pp. 107824-107824
Open Access | Times Cited: 9
Maxime Larrieu, Yoann Fombouchet, Joël Billieux, et al.
Computers in Human Behavior (2023) Vol. 147, pp. 107824-107824
Open Access | Times Cited: 9
The relationship between psycho-environmental characteristics and wellbeing in non-spending players of certain mobile games
Elena Petrovskaya, David Zendle
Royal Society Open Science (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 8
Elena Petrovskaya, David Zendle
Royal Society Open Science (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 8
Does violence in video games impact aggression and empathy? A longitudinal study of Czech adolescents to differentiate within- and between-person effects
David Lacko, Hana Macháčková, David Šmahel
Computers in Human Behavior (2024) Vol. 159, pp. 108341-108341
Open Access | Times Cited: 2
David Lacko, Hana Macháčková, David Šmahel
Computers in Human Behavior (2024) Vol. 159, pp. 108341-108341
Open Access | Times Cited: 2
Causal effect of video gaming on mental well-being in Japan 2020–2022
Hiroyuki Egami, Md. Shafiur Rahman, Tsuyoshi Yamamoto, et al.
Nature Human Behaviour (2024) Vol. 8, Iss. 10, pp. 1943-1956
Open Access | Times Cited: 2
Hiroyuki Egami, Md. Shafiur Rahman, Tsuyoshi Yamamoto, et al.
Nature Human Behaviour (2024) Vol. 8, Iss. 10, pp. 1943-1956
Open Access | Times Cited: 2
Understanding highly engaged adolescent gamers: integration of gaming into daily life and motivation to play video games
Josip Razum, Aleksandra Huić
Behaviour and Information Technology (2023) Vol. 43, Iss. 11, pp. 2566-2588
Closed Access | Times Cited: 7
Josip Razum, Aleksandra Huić
Behaviour and Information Technology (2023) Vol. 43, Iss. 11, pp. 2566-2588
Closed Access | Times Cited: 7
Affective Uplift During Video Game Play: A Naturalistic Case Study
Matti Vuorre, Nick Ballou, Thomas Hakman, et al.
Games Research and Practice (2024) Vol. 2, Iss. 3, pp. 1-14
Open Access | Times Cited: 2
Matti Vuorre, Nick Ballou, Thomas Hakman, et al.
Games Research and Practice (2024) Vol. 2, Iss. 3, pp. 1-14
Open Access | Times Cited: 2
An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator
Matti Vuorre, Kristoffer Magnusson, Niklas Johannes, et al.
Scientific Data (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 5
Matti Vuorre, Kristoffer Magnusson, Niklas Johannes, et al.
Scientific Data (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 5
Research Instrument for Analyzing User Interactions and Accessibility of Holographic Technology in Educational Games for Environmental Awareness
Mihaela Kristić, Ana Kešelj, Željka Car, et al.
(2024), pp. 1967-1973
Closed Access | Times Cited: 1
Mihaela Kristić, Ana Kešelj, Željka Car, et al.
(2024), pp. 1967-1973
Closed Access | Times Cited: 1
Towards an automated approach for understanding problematic gaming
Ana Paula Afonso, Manuel J. Fonseca, Joana Cardoso, et al.
Frontiers in Sports and Active Living (2024) Vol. 6
Open Access | Times Cited: 1
Ana Paula Afonso, Manuel J. Fonseca, Joana Cardoso, et al.
Frontiers in Sports and Active Living (2024) Vol. 6
Open Access | Times Cited: 1
A comprehensive systematic review and content analysis of active video game intervention research
Arlen C. Moller, Caio Victor Sousa, Kelly Lee, et al.
Digital Health (2023) Vol. 9
Open Access | Times Cited: 4
Arlen C. Moller, Caio Victor Sousa, Kelly Lee, et al.
Digital Health (2023) Vol. 9
Open Access | Times Cited: 4
Los videojuegos: el nuevo espacio cultural inclusivo para personas con discapacidad visual
J. Andrés
RED Visual Revista Especializada en Discapacidad Visual (2023), Iss. 81, pp. 79-96
Open Access | Times Cited: 4
J. Andrés
RED Visual Revista Especializada en Discapacidad Visual (2023), Iss. 81, pp. 79-96
Open Access | Times Cited: 4
Exploring Consumer Detriment in Immersive Gaming Technologies
Richard Hyde, P. A. Cartwright
Journal of Consumer Policy (2023) Vol. 46, Iss. 3, pp. 335-361
Open Access | Times Cited: 4
Richard Hyde, P. A. Cartwright
Journal of Consumer Policy (2023) Vol. 46, Iss. 3, pp. 335-361
Open Access | Times Cited: 4
Do Patterns of Adolescent Participation in Arts, Culture and Entertainment Activities Predict Later Wellbeing? A Latent Class Analysis
Emma Thornton, Kimberly Petersen, Jose Marquez, et al.
Journal of Youth and Adolescence (2024) Vol. 53, Iss. 6, pp. 1396-1414
Open Access | Times Cited: 1
Emma Thornton, Kimberly Petersen, Jose Marquez, et al.
Journal of Youth and Adolescence (2024) Vol. 53, Iss. 6, pp. 1396-1414
Open Access | Times Cited: 1