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:

“After All, They Don’t Know Me” Exploring the Psychological Mechanisms of Toxic Behavior in Online Games
Yansheng Liu, Colin Agur
Games and Culture (2022) Vol. 18, Iss. 5, pp. 598-621
Closed Access | Times Cited: 26

Showing 1-25 of 26 citing articles:

The Cycle of Toxicity: Exploring Relationships between Personality and Player Roles in Toxic Behavior in Multiplayer Online Battle Arena Games
Bastian Kordyaka, Samuli Laato, Katharina Jahn, et al.
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 611-641
Closed Access | Times Cited: 20

Suspecting Sarcasm: How League of Legends Players Dismiss Positive Communication in Toxic Environments
Susanne Poeller, Martin Dechant, Madison Klarkowski, et al.
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 1-26
Open Access | Times Cited: 11

The WWW of digital hate perpetration: What, who, and why? A scoping review
Stephanie Bührer, Kevin Koban, Jörg Matthes
Computers in Human Behavior (2024) Vol. 159, pp. 108321-108321
Open Access | Times Cited: 4

Online Fairytales: Breadcrumbing and Ghosting Behavior Among Young Adults
Alexandra Maftei, Cornelia Măirean
Deviant Behavior (2025), pp. 1-20
Closed Access

Friends in Pixels as Motivation to Contribute to Community Innovation Initiatives
Ana Orelj, Magnús Þór Torfason, Marcel Bogers, et al.
Creativity and Innovation Management (2025)
Closed Access

Maladaptive emotion regulation and neutralization techniques among struggling multiplayer online battle arena players
Wee-Kheng Tan, Yun-Chi Chang
Current Psychology (2024) Vol. 43, Iss. 21, pp. 19496-19517
Closed Access | Times Cited: 2

Psychological and Behavioral Effects of League of Legends Rank System for Italian Competitive Players
Mustafa Can Gursesli, Federica Masti, Mirko Duradoni, et al.
Communications in computer and information science (2024), pp. 59-71
Closed Access | Times Cited: 2

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

Assessing the impact of griefing in MMORPGs using self-determination theory
Leigh Achterbosch, Peter Vamplew, Evita March
Computers in Human Behavior (2024) Vol. 161, pp. 108388-108388
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

The Toxic Cost of Cheap Usernames: Re-Applying Friedman and Resnick's Framework in Competitive Video Game Networks
Sarah Chen
Games Research and Practice (2024) Vol. 2, Iss. 2, pp. 1-17
Open Access | Times Cited: 1

Transgressive play or playful transgressions? Dynamic interpretations of toxic behaviour in multiplayer online games
Valerie Yu, Vivian Hsueh Hua Chen
Information Communication & Society (2024), pp. 1-17
Closed Access | Times Cited: 1

Online Disinhibition, Normative Hostility, and Banal Toxicity: Young People’s Negative Online Gaming Conduct
Mikko Meriläinen, Maria Ruotsalainen
Social Media + Society (2024) Vol. 10, Iss. 3
Open Access | Times Cited: 1

Toxic behavior in multiplayer online games: the role of witnessed verbal aggression, game engagement intensity, and social self-efficacy
Xiaobei Sun, Valerie Yu, Vivian Hsueh Hua Chen
Chinese Journal of Communication (2024), pp. 1-19
Open Access | Times Cited: 1

‘No soy una gamer’ Sexismo, misoginia y toxicidad como moduladores de la experiencia de las mujeres videojugadoras
Rocío Mihura López, Teresa Piñeiro-Otero, Antonio Seoane
Investigaciones Feministas (2024) Vol. 14, Iss. 2, pp. 215-227
Open Access | Times Cited: 1

The impact of videogames on the mood of amateur youth players during consecutive games
Adrián Mateo‐Orcajada, Raquel Vaquero‐Cristóbal, Ana María Gallardo Guerrero, et al.
Frontiers in Sports and Active Living (2023) Vol. 5
Open Access | Times Cited: 2

Young video game players’ self-identified toxic gaming behaviour
Maria Ruotsalainen, Mikko Meriläinen
Eludamos Journal for Computer Game Culture (2023) Vol. 14, Iss. 1, pp. 147-173
Open Access | Times Cited: 2

Systemic issues with narratives of identity: Toxicity and esports media professionals
Mateusz Felczak
Convergence The International Journal of Research into New Media Technologies (2022) Vol. 29, Iss. 2, pp. 400-416
Closed Access | Times Cited: 4

Cognitive empathy boosts honesty in children and young adolescents
Tom Gordon‐Hecker, Shaul Shalvi, Florina Uzefovsky, et al.
Journal of Experimental Child Psychology (2024) Vol. 241, pp. 105869-105869
Closed Access

Toxicity by Game Design: How Players Perceive the Influence of Game Design on Toxicity
Zinan Zhang, Sam Moradzadeh, Andrew Woan, et al.
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CHI PLAY, pp. 1-31
Open Access

Avatars at risk: Exploring public response to sexual violence in immersive digital spaces
Navneet Kumar Singh, Rajeev Kumar Ray, Nikee Silayach, et al.
Computers in Human Behavior (2024) Vol. 163, pp. 108500-108500
Closed Access

Psychology Behind Aggressive Language Used in Honor of Kings
Sihan Shou
Communications in Humanities Research (2023) Vol. 7, Iss. 1, pp. 193-200
Closed Access

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