
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:
A conceptual framework for transformative gamification services
Afshin Tanouri, Ann‐Marie Kennedy, Ekant Veer
Journal of Services Marketing (2021) Vol. 36, Iss. 2, pp. 185-200
Closed Access | Times Cited: 15
Afshin Tanouri, Ann‐Marie Kennedy, Ekant Veer
Journal of Services Marketing (2021) Vol. 36, Iss. 2, pp. 185-200
Closed Access | Times Cited: 15
Showing 15 citing articles:
Rethinking Gamification Through Artificial Intelligence
Stephen Bezzina, Alexiei Dingli
Lecture notes in computer science (2023), pp. 252-263
Closed Access | Times Cited: 12
Stephen Bezzina, Alexiei Dingli
Lecture notes in computer science (2023), pp. 252-263
Closed Access | Times Cited: 12
Serious play: evaluating the balance of knowledge and leisure content in environmental games
V. Elias, Carmen Camarero Izquierdo
Behaviour and Information Technology (2025), pp. 1-17
Closed Access
V. Elias, Carmen Camarero Izquierdo
Behaviour and Information Technology (2025), pp. 1-17
Closed Access
Building bonds: an examination of relational bonding in continuous content contribution behaviors on metaverse-based non-fungible token platforms
Crystal T. Lee, Zimo Li, Yung‐Cheng Shen
Internet Research (2024) Vol. 34, Iss. 6, pp. 2057-2095
Closed Access | Times Cited: 3
Crystal T. Lee, Zimo Li, Yung‐Cheng Shen
Internet Research (2024) Vol. 34, Iss. 6, pp. 2057-2095
Closed Access | Times Cited: 3
Once upon a game: boosting brand storytelling through gamification
Elías Vega, Carmen Camarero Izquierdo
Journal of Product & Brand Management (2024) Vol. 33, Iss. 6, pp. 717-732
Closed Access | Times Cited: 2
Elías Vega, Carmen Camarero Izquierdo
Journal of Product & Brand Management (2024) Vol. 33, Iss. 6, pp. 717-732
Closed Access | Times Cited: 2
Students’ Acceptance of Gamification in Education: The Moderating Effect of Gender in Malaysia
Masliana Tamrin, Siti Nur Nadhirah Abdul Latip, Muhammad Safuan Abdul Latip, et al.
International Journal of Academic Research in Business and Social Sciences (2022) Vol. 12, Iss. 8
Open Access | Times Cited: 11
Masliana Tamrin, Siti Nur Nadhirah Abdul Latip, Muhammad Safuan Abdul Latip, et al.
International Journal of Academic Research in Business and Social Sciences (2022) Vol. 12, Iss. 8
Open Access | Times Cited: 11
Gamification in marketing: Insights on current and future research directions based on a bibliometric and theories, contexts, characteristics and methodologies analysis
Patrícia Marques Dos Santos, Joana Dias, Cristela Maia Bairrada
Heliyon (2024) Vol. 10, Iss. 11, pp. e32047-e32047
Open Access | Times Cited: 2
Patrícia Marques Dos Santos, Joana Dias, Cristela Maia Bairrada
Heliyon (2024) Vol. 10, Iss. 11, pp. e32047-e32047
Open Access | Times Cited: 2
Gamification and economic behavior: Geospatial insights into mobile exercise app usage in South Korea
Seongsoo Jang, Jinwon Kim, Changwook Kim
Tourism Economics (2024)
Closed Access | Times Cited: 2
Seongsoo Jang, Jinwon Kim, Changwook Kim
Tourism Economics (2024)
Closed Access | Times Cited: 2
Unveiling the role of gamification in shared mobility services
Maria Giovina Pasca, Roberta Guglielmetti Mugion, Laura Di Pietro, et al.
Environment Development and Sustainability (2024)
Closed Access | Times Cited: 1
Maria Giovina Pasca, Roberta Guglielmetti Mugion, Laura Di Pietro, et al.
Environment Development and Sustainability (2024)
Closed Access | Times Cited: 1
An implementation framework for transformative gamification services
Afshin Tanouri, Ann‐Marie Kennedy, Ekant Veer
Behaviour and Information Technology (2023) Vol. 43, Iss. 10, pp. 2118-2150
Open Access | Times Cited: 3
Afshin Tanouri, Ann‐Marie Kennedy, Ekant Veer
Behaviour and Information Technology (2023) Vol. 43, Iss. 10, pp. 2118-2150
Open Access | Times Cited: 3
Mental Hub: Incrementing Patient's Adherance to Therapy for Maladaptive Eating Behavior Using Gamified Cognitive Behavioral Therapy
Mary Jane C. Samonte, Nadrin Christian C. Caluya, Leigh Ann M. Competente, et al.
2022 7th International Conference on Computer and Communication Systems (ICCCS) (2024), pp. 1252-1264
Closed Access
Mary Jane C. Samonte, Nadrin Christian C. Caluya, Leigh Ann M. Competente, et al.
2022 7th International Conference on Computer and Communication Systems (ICCCS) (2024), pp. 1252-1264
Closed Access
Gamification for Transformative Learning
Miftachul Huda, Mohammad Jailani, Azmil Hashim
Advances in media, entertainment and the arts (AMEA) book series (2024), pp. 137-156
Closed Access
Miftachul Huda, Mohammad Jailani, Azmil Hashim
Advances in media, entertainment and the arts (AMEA) book series (2024), pp. 137-156
Closed Access
A transformative and social marketing ecosystem investigation into drug use among young adults
Aimee Riedel, Amanda Beatson, Rory Mulcahy, et al.
Journal of Services Marketing (2022) Vol. 37, Iss. 2, pp. 184-200
Open Access | Times Cited: 2
Aimee Riedel, Amanda Beatson, Rory Mulcahy, et al.
Journal of Services Marketing (2022) Vol. 37, Iss. 2, pp. 184-200
Open Access | Times Cited: 2
Exploiting Motivation Subscales for Gamification of Lifelogging Application
Aoi Nagatani, Sinan Chen, Masahide Nakamura, et al.
International Journal of Software Innovation (2022) Vol. 10, Iss. 1, pp. 1-27
Open Access | Times Cited: 1
Aoi Nagatani, Sinan Chen, Masahide Nakamura, et al.
International Journal of Software Innovation (2022) Vol. 10, Iss. 1, pp. 1-27
Open Access | Times Cited: 1
Developing a Gamification Method Based on Motivation Subscales for Lifelogging Applications
Aoi Nagatani, Sinan Chen, Masahide Nakamura
(2022)
Closed Access | Times Cited: 1
Aoi Nagatani, Sinan Chen, Masahide Nakamura
(2022)
Closed Access | Times Cited: 1
Digital Twin-based shop-floor scheduling service gamification
Tong Zhu, Xuemei Liu, Yichen Wang, et al.
Procedia CIRP (2023) Vol. 120, pp. 481-486
Open Access
Tong Zhu, Xuemei Liu, Yichen Wang, et al.
Procedia CIRP (2023) Vol. 120, pp. 481-486
Open Access