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 Role of Cognitive and Affective Challenge in Entertainment Experience
Anne Bartsch, Tilo Hartmann
Communication Research (2015) Vol. 44, Iss. 1, pp. 29-53
Open Access | Times Cited: 120

Showing 1-25 of 120 citing articles:

Self-transcendent Media Experiences: Taking Meaningful Media to a Higher Level
Mary Beth Oliver, Arthur A. Raney, Michael D. Slater, et al.
Journal of Communication (2018) Vol. 68, Iss. 2, pp. 380-389
Open Access | Times Cited: 193

Brand love: the emotional bridge between experience and engagement, generation-M perspective
Muhammad Junaid, Fujun Hou, Khalid Hussain, et al.
Journal of Product & Brand Management (2019) Vol. 28, Iss. 2, pp. 200-215
Closed Access | Times Cited: 142

Inspired by the Paralympics: Effects of Empathy on Audience Interest in Para-Sports and on the Destigmatization of Persons With Disabilities
Anne Bartsch, Mary Beth Oliver, Cordula Nitsch, et al.
Communication Research (2016) Vol. 45, Iss. 4, pp. 525-553
Open Access | Times Cited: 100

The ‘Eudaimonic Experience’: A Scoping Review of the Concept in Digital Games Research
Rowan Daneels, Nicholas David Bowman, Daniel Possler, et al.
Media and Communication (2021) Vol. 9, Iss. 2, pp. 178-190
Open Access | Times Cited: 63

Social Media and Mental Health
Adrian Meier, Leonard Reinecke
Oxford University Press eBooks (2023), pp. 215-234
Closed Access | Times Cited: 27

“An Odd Kind of Pleasure”
Julia Ayumi Bopp, Klaus Opwis, Elisa D. Mekler
(2018)
Closed Access | Times Cited: 73

What is Valuable Journalism? Three Key Experiences and Their Challenges for Journalism Scholars and Practitioners*
Irene Costera Meijer
Digital Journalism (2021) Vol. 10, Iss. 2, pp. 230-252
Open Access | Times Cited: 41

Increasing Donating Behavior Through a Game for Change
Sharon T. Steinemann, Elisa D. Mekler, Klaus Opwis
(2015), pp. 319-329
Closed Access | Times Cited: 57

Thinking and Doing: Challenge, Agency, and the Eudaimonic Experience in Video Games
Tom Cole, Marco Gillies
Games and Culture (2019) Vol. 16, Iss. 2, pp. 187-207
Open Access | Times Cited: 46

Feeling transcendent? Measuring psychophysiological responses to self-transcendent media content
Russell B. Clayton, Arthur A. Raney, Mary Beth Oliver, et al.
Media Psychology (2019) Vol. 24, Iss. 3, pp. 359-384
Closed Access | Times Cited: 43

An investigation into generation Z’s mindsets of entertainment in an autonomous vehicle
Ecem İnce, Kyungjoo Cha, Junghyun Cho
Entertainment Computing (2023) Vol. 46, pp. 100550-100550
Open Access | Times Cited: 15

Is There an Easy Path to Eudaimonia? Novel Insights on the Dual-process Perspective in Media Entertainment
Daniel Possler, Jule Scheper, Arthur A. Raney, et al.
Communication Research (2025)
Closed Access

A Cognitive Load Model of Entertainment Education: Testing the Effects of Open Captions on Learning and Persuasion
Hyang Sook Kim, Kyongseok Kim
Mass Communication & Society (2025), pp. 1-31
Closed Access

Beyond pleasurable and meaningful: Psychologically rich entertainment experiences
Dominique S. Wirz, Allison Eden, Ezgi Ulusoy, et al.
PLoS ONE (2025) Vol. 20, Iss. 2, pp. e0315596-e0315596
Open Access

Why gamers use multitasking and how it works on satisfaction and reuse intention
Young-Hyeon Bae, Joong-Hwan Cho, Changsok Yoo
Entertainment Computing (2025), pp. 100935-100935
Closed Access

Animating a Plausible Past: Perceived Realism and Sense of Place Influence Entertainment of and Tourism Intentions From Historical Video Games
Nicholas David Bowman, Alexander Vandewalle, Rowan Daneels, et al.
Games and Culture (2023) Vol. 19, Iss. 3, pp. 286-308
Open Access | Times Cited: 12

More Than Shoot-Em-Up and Torture Porn: Reflective Appropriation and Meaning-Making of Violent Media Content
Anne Bartsch, Marie‐Louise Mares, Sebastian Scherr, et al.
Journal of Communication (2016) Vol. 66, Iss. 5, pp. 741-765
Closed Access | Times Cited: 32

"One of the baddies all along"
Matthew Alexander Whitby, Sebastian Deterding, Ioanna Iacovides
(2019)
Open Access | Times Cited: 30

Stopping the Stigma. How Empathy and Reflectiveness Can Help Reduce Mental Health Stigma
Marlene Hecht, Andrea Kloß, Anne Bartsch
Media Psychology (2021) Vol. 25, Iss. 3, pp. 367-386
Closed Access | Times Cited: 23

Negative Emotions, Positive Outcomes? Exploring the Communication of Negativity in Serious Data Stories
Xingyu Lan, Yanqiu Wu, Yang Shi, et al.
CHI Conference on Human Factors in Computing Systems (2022)
Closed Access | Times Cited: 18

Emotional Exploration and the Eudaimonic Gameplay Experience: A Grounded Theory
Tom Cole, Marco Gillies
CHI Conference on Human Factors in Computing Systems (2022)
Open Access | Times Cited: 18

Meaning‐oriented consumption: A systematic review and research agenda
Surabhi Jain, Ranjan Banerjee, Ruppal Walia Sharma
International Journal of Consumer Studies (2023) Vol. 47, Iss. 6, pp. 2305-2334
Closed Access | Times Cited: 10

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