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:

Crushing Candy: The Free-to-Play Game in Its Connective Commodity Form
David B. Nieborg
Social Media + Society (2015) Vol. 1, Iss. 2
Open Access | Times Cited: 103

Showing 1-25 of 103 citing articles:

The platformization of cultural production: Theorizing the contingent cultural commodity
David B. Nieborg, Thomas Poell
New Media & Society (2018) Vol. 20, Iss. 11, pp. 4275-4292
Open Access | Times Cited: 989

The walkthrough method: An approach to the study of apps
Ben Light, Jean Burgess, Stefanie Duguay
New Media & Society (2016) Vol. 20, Iss. 3, pp. 881-900
Open Access | Times Cited: 776

The co-evolution of two Chinese mobile short video apps: Parallel platformization of Douyin and TikTok
D. Bondy Valdovinos Kaye, Xu Chen, Jing Zeng
Mobile Media & Communication (2020) Vol. 9, Iss. 2, pp. 229-253
Open Access | Times Cited: 305

Why do players buy in-game content? An empirical study on concrete purchase motivations
Juho Hamari, Kati Alha, Simo Järvelä, et al.
Computers in Human Behavior (2016) Vol. 68, pp. 538-546
Open Access | Times Cited: 208

The political economy of Facebook’s platformization in the mobile ecosystem: Facebook Messenger as a platform instance
David B. Nieborg, Anne Helmond
Media Culture & Society (2018) Vol. 41, Iss. 2, pp. 196-218
Open Access | Times Cited: 177

"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games
Juho Hamari, Nicolai Hanner, Jonna Koivisto
International Journal of Information Management (2019) Vol. 51, pp. 102040-102040
Open Access | Times Cited: 156

Why do people buy virtual goods: A meta-analysis
Juho Hamari, Lauri Keronen
Computers in Human Behavior (2017) Vol. 71, pp. 59-69
Open Access | Times Cited: 131

Expanding the debate about content moderation: Scholarly research agendas for the coming policy debates
Tarleton Gillespie, Patricia Aufderheide, Elinor Carmi, et al.
Internet Policy Review (2020) Vol. 9, Iss. 4
Open Access | Times Cited: 127

Multi-Situated App Studies: Methods and Propositions
Michael Dieter, Carolin Gerlitz, Anne Helmond, et al.
Social Media + Society (2019) Vol. 5, Iss. 2
Open Access | Times Cited: 123

YouTube Kids: The App Economy and Mobile Parenting
Benjamin Burroughs
Social Media + Society (2017) Vol. 3, Iss. 2
Open Access | Times Cited: 95

Big Tech: Four Emerging Forms of Digital Rentiership
Kean Birch, DT Cochrane
Science as Culture (2021) Vol. 31, Iss. 1, pp. 44-58
Open Access | Times Cited: 76

Are universities ready to deliver digital skills and competences? A text mining-based case study of marketing courses in Italy
Irene Spada, Filippo Chiarello, Simone Barandoni, et al.
Technological Forecasting and Social Change (2022) Vol. 182, pp. 121869-121869
Closed Access | Times Cited: 41

Discoverability: Toward a Definition of Content Discovery Through Platforms
Fenwick McKelvey, Robert L. Hunt
Social Media + Society (2019) Vol. 5, Iss. 1
Open Access | Times Cited: 71

Game Production Studies
Olli Sotamaa, Jan Š Švelch, David B. Nieborg, et al.
Amsterdam University Press eBooks (2021)
Closed Access | Times Cited: 46

The Industry of Landlords: Exploring the Assetization of the Triple-A Game
Alexander Bernevega, Alex Gekker
Games and Culture (2021) Vol. 17, Iss. 1, pp. 47-69
Open Access | Times Cited: 41

The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis
David Zendle, Catherine Flick, Sebastian Deterding, et al.
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-28
Open Access | Times Cited: 21

Virtual to Virtuous Money: A Virtue Ethics Perspective on Video Game Business Logic
Olli I. Heimo, J. Tuomas Harviainen, Kai K. Kimppa, et al.
Journal of Business Ethics (2016) Vol. 153, Iss. 1, pp. 95-103
Closed Access | Times Cited: 49

The New Spirit of Capitalism in the Game Industry
Jennifer R. Whitson
Television & New Media (2019) Vol. 20, Iss. 8, pp. 789-801
Closed Access | Times Cited: 49

The appisation of television: TV apps, discoverability and the software, device and platform ecologies of the internet era
Catherine Johnson
Critical Studies in Television The International Journal of Television Studies (2020) Vol. 15, Iss. 2, pp. 165-182
Open Access | Times Cited: 44

Epic, Steam, and the role of skin-betting in game (platform) economies
Anne Mette Thorhauge, Rune Kristian Lundedal Nielsen
Journal of Consumer Culture (2021) Vol. 21, Iss. 1, pp. 52-67
Open Access | Times Cited: 40

Battle pass capitalism
Daniel Joseph
Journal of Consumer Culture (2021) Vol. 21, Iss. 1, pp. 68-83
Open Access | Times Cited: 37

An Avatar's Worth in the Metaverse Workplace: Assessing predictors of avatar customization valuation
Chaeyun Lim, Rabindra Ratan, Maxwell Foxman, et al.
Computers in Human Behavior (2024) Vol. 158, pp. 108309-108309
Open Access | Times Cited: 5

Prosumerism for sustainability
Theodoros Daglis, Maria-Anna Katsikogianni, Dimitris Ipsakis, et al.
Sustainable Production and Consumption (2025)
Closed Access

The Economy of Time, the Rationalisation of Resources: Discipline, Desire and Deferred Value in the Playing of Gacha Games
Orlando Woods
Games and Culture (2022) Vol. 17, Iss. 7-8, pp. 1075-1092
Closed Access | Times Cited: 20

“The future of media studies is game studies”
Shira Chess, Mia Consalvo
Critical Studies in Media Communication (2022) Vol. 39, Iss. 3, pp. 159-164
Open Access | Times Cited: 20

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