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:

The interplay of individual differences, norms, and group identification in predicting prejudiced behavior in online video game interactions
Lindsey A. Cary, Jordan Axt, Alison L. Chasteen
Journal of Applied Social Psychology (2020) Vol. 50, Iss. 11, pp. 623-637
Closed Access | Times Cited: 22

Showing 22 citing articles:

Digital forest recreation in the metaverse: Opportunities and challenges
Wanggi Jaung
Technological Forecasting and Social Change (2022) Vol. 185, pp. 122090-122090
Closed Access | Times Cited: 52

Dark Participation in Games
Rachel Kowert
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 63

Social Identity Framework and Gender‐Based Harassment in Digital Gaming Spaces: A Scoping Review
Oluwademilade A. Adefope, Fatih Avni Bayraktar
Human Behavior and Emerging Technologies (2025) Vol. 2025, Iss. 1
Open Access

Lonely Minds and Robotic Bonds: Effects of Human Loneliness on the Anthropomorphization of Robots
Benedikt Leichtmann, Emanuel Gollob, Magdalena Mayer, et al.
International Journal of Social Robotics (2025)
Open Access

Examining the Culture of Diversity, Equity, and Inclusion Practices Within the Video Game Industry Through an Anti-Isms Lens
Lindsey Darvin, Jeffrey Levine, Ajhanai C.I. Keaton
Journal of Electronic Gaming and Esports (2025) Vol. 3, Iss. 1
Closed Access

For Honor, for Toxicity
Alessandro Canossa, D.Sh. Salimov, Ahmad Azadvar, et al.
Proceedings of the ACM on Human-Computer Interaction (2021) Vol. 5, Iss. CHI PLAY, pp. 1-29
Closed Access | Times Cited: 24

The toxicity of our (virtual) cities: Prevalence of dark participation in games and perceived effectiveness of reporting tools
Rachel Kowert, Chrissy Cook
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2022)
Open Access | Times Cited: 18

Setting the Game Agenda: Reviewing the Emerging Literature on Video Gaming and Psychological Well-Being of Sexual and Gender Diverse Youth
Dane Marco Di Cesare, Shelley L. Craig, Ashley S. Brooks, et al.
Games and Culture (2023) Vol. 19, Iss. 7, pp. 933-953
Open Access | Times Cited: 9

Attitudes Toward Sexual Orientation and Gender Identity in Online Multiplayer Gaming Spaces
Laura E. Gillin, Margaret L. Signorella
Psychological Reports (2023) Vol. 127, Iss. 6, pp. 3066-3088
Closed Access | Times Cited: 7

Positive behaviour interventions in online gaming: a systematic review of strategies applied in other environments
T Marques, Sandy Schumann, Enrico Mariconti
Crime Science (2024) Vol. 13, Iss. 1
Open Access | Times Cited: 2

Prevalence and Characteristics of Female and Male Esports Players among Norwegian Youth: A General Population Study
Stian Overå, Anders Bakken, Christer Hyggen
International Journal of Environmental Research and Public Health (2024) Vol. 21, Iss. 9, pp. 1136-1136
Open Access | Times Cited: 2

Players Don’t Die, They Respawn: a Situational Analysis of Toxic Encounters Arising from Death Events in League of Legends
Louise Anker Nexø, Søren Kristiansen
European Journal on Criminal Policy and Research (2023) Vol. 29, Iss. 3, pp. 457-476
Open Access | Times Cited: 5

Social isolation & toxic behavior of students in e-learning: evidence during the time of the COVID-19 pandemic
Asadullah Khaskheli, Yushi Jiang, Syed Ali Raza, et al.
Interactive Learning Environments (2022), pp. 1-20
Closed Access | Times Cited: 4

Mediating effect of self-esteem on the purchase intention of problematic online gamers
J. Parameswari, G. Yoganandan, M. Vasan
Entertainment Computing (2024) Vol. 50, pp. 100650-100650
Closed Access

Do norms unintentionally increase stereotypical expressions? A randomised controlled trial
Chantal E. E. van Andel, Marise Ph. Born, Walter W. van den Broek, et al.
Medical Education (2021) Vol. 56, Iss. 3, pp. 331-338
Open Access | Times Cited: 1

Item response theory in the development of a scale to measure harassment against women in online games
Agatha Pequeno de Mello, Adilson dos Anjos, Suely Ruiz Giolo, et al.
Brazilian Journal of Biometrics (2023) Vol. 41, Iss. 1, pp. 44-57
Open Access

An Exploration of Positive Stereotypes: Legitimating the System and Naïve Challenges to It
Laurel R. Davis‐Delano, Elizabeth M. Morgan, David M. Merolla, et al.
Sociological Inquiry (2023) Vol. 94, Iss. 3, pp. 570-599
Closed Access

BranchClash: A Fully On-Chain Tower Defense Blockchain Game with New Collaboration Mechanism
Hao Wu, Y. H. Li, Zhuang Yan, et al.
(2023), pp. 9385-9387
Closed Access

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