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:

From Tree House to Barracks
Dmitri Williams, Nicolas Ducheneaut, Li Xiong, et al.
Games and Culture (2006) Vol. 1, Iss. 4, pp. 338-361
Open Access | Times Cited: 618

Showing 1-25 of 618 citing articles:

The Scientific Research Potential of Virtual Worlds
William Sims Bainbridge
Science (2007) Vol. 317, Iss. 5837, pp. 472-476
Closed Access | Times Cited: 918

What is eSports and why do people watch it?
Juho Hamari, Max Sjöblom
Internet Research (2017) Vol. 27, Iss. 2, pp. 211-232
Open Access | Times Cited: 797

Who plays, how much, and why? Debunking the stereotypical gamer profile
Dmitri Williams, Nick Yee, Scott E. Caplan
Journal of Computer-Mediated Communication (2008) Vol. 13, Iss. 4, pp. 993-1018
Open Access | Times Cited: 666

Problematic Internet use and psychosocial well-being among MMO players
Scott E. Caplan, Dmitri Williams, Nick Yee
Computers in Human Behavior (2009) Vol. 25, Iss. 6, pp. 1312-1319
Closed Access | Times Cited: 424

The social side of gaming: How playing online computer games creates online and offline social support
Sabine Trepte, Leonard Reinecke, Keno Juechems
Computers in Human Behavior (2011) Vol. 28, Iss. 3, pp. 832-839
Closed Access | Times Cited: 411

Problematic Internet Use and Problematic Online Gaming Are Not the Same: Findings from a Large Nationally Representative Adolescent Sample
Orsolya Király, Mark D. Griffiths, Róbert Urbán, et al.
Cyberpsychology Behavior and Social Networking (2014) Vol. 17, Iss. 12, pp. 749-754
Open Access | Times Cited: 346

Looking for Gender: Gender Roles and Behaviors Among Online Gamers
Dmitri Williams, Mia Consalvo, Scott E. Caplan, et al.
Journal of Communication (2009) Vol. 59, Iss. 4, pp. 700-725
Closed Access | Times Cited: 328

Player Types: A Meta-synthesis
Juho Hamari, Janne Tuunanen
Transactions of the Digital Games Research Association (2014) Vol. 1, Iss. 2
Open Access | Times Cited: 307

Don't Hate the Player, Hate the Game: The Racialization of Labor in World of Warcraft
Lisa Nakamura
Critical Studies in Media Communication (2009) Vol. 26, Iss. 2, pp. 128-144
Closed Access | Times Cited: 302

Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs
Jan Van Looy, Cédric Courtois, Melanie De Vocht, et al.
Media Psychology (2012) Vol. 15, Iss. 2, pp. 197-221
Closed Access | Times Cited: 242

Gaming well: links between videogames and flourishing mental health
Christian Jones, Laura Scholes, Daniel Johnson, et al.
Frontiers in Psychology (2014) Vol. 5
Open Access | Times Cited: 236

Gender differences in the relationship between internet addiction and depression: A cross-lagged study in Chinese adolescents
Lichan Liang, Dan Zhou, Chunyong Yuan, et al.
Computers in Human Behavior (2016) Vol. 63, pp. 463-470
Closed Access | Times Cited: 213

Explaining Viewers' Emotional, Instrumental, and Financial Support Provision for Live Streamers
Donghee Yvette Wohn, Guo Freeman, Caitlin McLaughlin
(2018), pp. 1-13
Closed Access | Times Cited: 187

Beyond Screen Time: Identity Development in the Digital Age
Isabela Granic, Hiromitsu Morita, Hanneke Scholten
Psychological Inquiry (2020) Vol. 31, Iss. 3, pp. 195-223
Open Access | Times Cited: 141

Gaming disorder: A summary of its characteristics and aetiology
Orsolya Király, Patrik Koncz, Mark D. Griffiths, et al.
Comprehensive Psychiatry (2023) Vol. 122, pp. 152376-152376
Open Access | Times Cited: 66

The life and death of online gaming communities
Nicolas Ducheneaut, Nicholas Yee, Eric Nickell, et al.
(2007)
Closed Access | Times Cited: 288

Building an MMO With Mass Appeal
Nicolas Ducheneaut, Nick Yee, Eric Nickell, et al.
Games and Culture (2006) Vol. 1, Iss. 4, pp. 281-317
Closed Access | Times Cited: 247

Avatar Creation and Video Game Enjoyment
Sabine Trepte, Leonard Reinecke
Journal of Media Psychology Theories Methods and Applications (2010) Vol. 22, Iss. 4, pp. 171-184
Open Access | Times Cited: 238

Games and Recovery
Leonard Reinecke
Journal of Media Psychology Theories Methods and Applications (2009) Vol. 21, Iss. 3, pp. 126-142
Closed Access | Times Cited: 238

Unpacking Time Online: Connecting Internet and Massively Multiplayer Online Game Use With Psychosocial Well-Being
Cuihua Shen, Dmitri Williams
Communication Research (2010) Vol. 38, Iss. 1, pp. 123-149
Closed Access | Times Cited: 223

Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?
Christopher J. Ferguson
Review of General Psychology (2010) Vol. 14, Iss. 2, pp. 68-81
Open Access | Times Cited: 215

At Least Nine Ways to Play: Approaching Gamer Mentalities
Kirsi Pauliina Kallio, Frans Mäyrä, Kirsikka Kaipainen
Games and Culture (2010) Vol. 6, Iss. 4, pp. 327-353
Closed Access | Times Cited: 177

Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games
Jane Barnett, Mark Coulson
Review of General Psychology (2010) Vol. 14, Iss. 2, pp. 167-179
Open Access | Times Cited: 175

Communication, Coordination, and Camaraderie in World of Warcraft
Mark G. Chen
Games and Culture (2008) Vol. 4, Iss. 1, pp. 47-73
Closed Access | Times Cited: 163

Communication in multiplayer gaming: Examining player responses to gender cues
Jeffrey H. Kuznekoff, Lindsey Rose
New Media & Society (2012) Vol. 15, Iss. 4, pp. 541-556
Closed Access | Times Cited: 161

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