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:

Gamification as an innovation: a tool to improve organizational marketing performance and sustainability of international firms
Abhishek Behl, Vijay Pereira, Nirma Sadamali Jayawardena, et al.
International Marketing Review (2023) Vol. 41, Iss. 1, pp. 107-137
Closed Access | Times Cited: 26

Showing 1-25 of 26 citing articles:

Brands are calling your AVATAR in Metaverse–A study to explore XR‐based gamification marketing activities & consumer‐based brand equity in virtual world
Vikas Arya, Rachita Sambyal, Anshuman Sharma, et al.
Journal of Consumer Behaviour (2023) Vol. 23, Iss. 2, pp. 556-585
Open Access | Times Cited: 85

How gamification elements benefit brand love: the moderating effect of immersion
Hung‐Tai Tsou, Mukti Trio Putra
Marketing Intelligence & Planning (2023) Vol. 41, Iss. 7, pp. 1015-1036
Closed Access | Times Cited: 20

Treasure Hunting for Brands: Metaverse Marketing Gamification Effects on Purchase Intention, WOM, and Loyalty
Ahmad Samed Al‐Adwan, Husam Yaseen, Abeer F. Alkkhwaldi, et al.
Journal of Global Marketing (2025), pp. 1-25
Open Access

Guest editorial: Converging horizons: navigating the intersection of entrepreneurship, marketing, and innovation and charting future research avenues
Michael Christofi, Εlias Hadjielias, Allan Discua Cruz
International Journal of Entrepreneurial Behaviour & Research (2025) Vol. 31, Iss. 2/3, pp. 265-286
Closed Access

Digital transformation portrays a play or ploy for brands: exploring the impact of green gamification as a digital marketing strategy
Abaid Ullah Zafar, Aqsa Sajjad, Reeti Agarwal, et al.
International Marketing Review (2025)
Closed Access

Fostering consumer engagement with sustainability marketing using augmented reality (SMART): A climate change response
Waqar Nadeem, Abdul R. Ashraf, Vikas Kumar
Journal of Business Research (2025) Vol. 192, pp. 115289-115289
Open Access

Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies
Abhishek Behl, Nirma Sadamali Jayawardena, Shikha Bhardwaj, et al.
Technovation (2023) Vol. 129, pp. 102902-102902
Closed Access | Times Cited: 11

Gamification in workforce training: Improving employees’ self-efficacy and information security and data protection behaviours
Paula Bitrián, Isabel Buil, Sara Catalán, et al.
Journal of Business Research (2024) Vol. 179, pp. 114685-114685
Open Access | Times Cited: 3

Artificial intelligence and marketing innovation: The mediating role of organizational culture
Abdelrehim Awad
Innovative Marketing (2024) Vol. 20, Iss. 3, pp. 170-181
Open Access | Times Cited: 3

Influence of managerial practices, productivity, and change management process on organizational innovation capability of small and medium businesses
Sheshadri Chatterjee, Ranjan Chaudhuri, Demetris Vrontis, et al.
European Business Review (2023) Vol. 35, Iss. 5, pp. 839-859
Closed Access | Times Cited: 7

Gamification for sustainable consumption: A state‐of‐the‐art overview and future agenda
Weng Marc Lim, Manish Das, Wamika Sharma, et al.
Business Strategy and the Environment (2024)
Open Access | Times Cited: 2

CSR and ownership structure: Moderating role of board characteristics in an emerging country context
Anjali Kaimal, Shigufta Hena Uzma
Corporate Social Responsibility and Environmental Management (2024) Vol. 31, Iss. 5, pp. 4933-4955
Closed Access | Times Cited: 1

A Novel Gamification Application for High School Student Examination and Assessment to Assist Student Engagement and to Stimulate Interest
Anna Maria Gianni, Nikolaos Antoniadis
Information (2023) Vol. 14, Iss. 9, pp. 498-498
Open Access | Times Cited: 2

A Structural Equation Modelling Analysis of Gamification’s Impact on Purchase Intention
Seema Varshney, Neelufer Aslam Kulkarni, Rodrigo Velasco
Journal of Business Communication & Technology (2024)
Open Access

Environmental sustainability in stadiums: harnessing industry drivers and priorities for improved outcomes
Annes Elsa Francis, Cheryl Desha, Savindi Caldera, et al.
Smart and Sustainable Built Environment (2024)
Closed Access

Challenges and strategies of gamification in family businesses: the moderating effects of supervision and engagement
Daniel Mandel Gandrita, Ana Gandrita, David Pascoal Rosado
European Business Review (2024)
Closed Access

Bankacılık Sektöründe Yapay Zekâ Çalışmalarının Bibliyometrik Analizi
Fatma Zeybek, İtır HASIRCI
Özgür Yayınları eBooks (2024)
Closed Access

Yiyecek İçecek Sektöründe Teknoloji Tabanlı Yenilikçi Uygulamalar
Volkan Akgül
Özgür Yayınları eBooks (2024)
Closed Access

Teknolojik İnovasyon Perspektifinde İşsizliğin Evrimi
Onur Özaydın
Özgür Yayınları eBooks (2024)
Closed Access

Müzelerde Pazarlama ve Dijitalleşme
Oğuz Diker
Özgür Yayınları eBooks (2024)
Closed Access

Geleceğin Dünyasında Dijital Bir Pazarlama Aracı: Avatar Pazarlama
Murat Ersen Aksoy, Özer Yılmaz
Özgür Yayınları eBooks (2024)
Closed Access

Teknoloji Temelli Turizm
Burçin Boz, Hakan Boz
Özgür Yayınları eBooks (2024)
Open Access

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