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 effects of personalized gamification on students’ flow experience, motivation, and enjoyment
Wilk Oliveira, Juho Hamari, Sivaldo Joaquim, et al.
Smart Learning Environments (2022) Vol. 9, Iss. 1
Open Access | Times Cited: 68

Showing 1-25 of 68 citing articles:

Tailored gamification in education: A literature review and future agenda
Wilk Oliveira, Juho Hamari, Lei Shi, et al.
Education and Information Technologies (2022) Vol. 28, Iss. 1, pp. 373-406
Open Access | Times Cited: 183

Serious Game‐Based Learning: Its Impact on Happiness, Motivation, Self‐Compassion, and Vocabulary Development in EFL Learners
Xianlin Liu, Khalid Abdullah Alotaibi, Arash Hashemifardnia
European Journal of Education (2025) Vol. 60, Iss. 1
Closed Access | Times Cited: 1

Impact of gamification on green consumption behavior integrating technological awareness, motivation, enjoyment and virtual CSR
Muhammad Farrukh Shahzad, Shuo Xu, Obaid ul Rehman, et al.
Scientific Reports (2023) Vol. 13, Iss. 1
Open Access | Times Cited: 20

Application of artificial intelligence in adaptation of gamification in education: A literature review
Srimathi Suresh Babu, D. Anitha
Computer Applications in Engineering Education (2023) Vol. 32, Iss. 1
Closed Access | Times Cited: 19

Developing Gamified Learning Management Systems to Increase Student Engagement in Online Learning Environments
Singgih Subiyantoro, I Nyoman Sudana Degeng, Dedi Kuswandi, et al.
International Journal of Information and Education Technology (2024) Vol. 14, Iss. 1, pp. 26-33
Open Access | Times Cited: 6

Redemption Through Play? Exploring the Ethics of Workplace Gamification
Nick Butler, Sverre Spoelstra
Journal of Business Ethics (2024)
Open Access | Times Cited: 4

Gamification, collaborative learning and transversal competences: analysis of academic performance and students’ perceptions
Cecilia Latorre Cosculluela, Verónica Sierra Sánchez, Sandra Vázquez Toledo
Smart Learning Environments (2025) Vol. 12, Iss. 1
Open Access

Learning and playing style differences between K12 and university students related to educational video games
Boyan Bontchev, Albena Antonova, Valentina Terzieva, et al.
Interactive Technology and Smart Education (2025)
Closed Access

Instrumento para la evaluación de conocimientos, actitudes y prácticas de docentes sobre gamificación (CAP-GD): análisis de propiedades psicométricas
Sebastián Pinzón-Salazar, Laura Pulgarín-Arias, Sarah Ospina-Cano, et al.
European Public & Social Innovation Review (2025) Vol. 10, pp. 1-22
Open Access

From phygital experience to virtual travel in cultural heritage destination: the role of tourist inspiration
Baolin Deng, Honggang Xu, Z. H. Lei
Current Issues in Tourism (2025), pp. 1-22
Closed Access

A cultural analysis of the impact of personalization game feature on students’ flow state
Lin Zhong, Jingxiang Zhou
Interactive Learning Environments (2025), pp. 1-18
Closed Access

The effects of demographic factors on learners’ flow experience in gamified educational quizzes
Ainur Issabek, Wilk Oliveira dos Santos, Juho Hamari, et al.
Smart Learning Environments (2025) Vol. 12, Iss. 1
Open Access

Personalizing and decolonizing general education: A case study in gamifying global art history curriculum
James Hutson, Trent Olsen, Robyne Elder
Forum for education studies. (2025) Vol. 3, Iss. 1, pp. 2335-2335
Closed Access

Training me softly. Metaverse-based immersive and gamified learning through a knowledge management perspective
Francesca Loia, Nicola Capolupo, Paola Adinolfi
Journal of Knowledge Management (2025)
Closed Access

Player profiles for game‐based applications in engineering education
Diego Vergara, Álvaro Antón‐Sancho, Pablo Fernández‐Arias
Computer Applications in Engineering Education (2022) Vol. 31, Iss. 1, pp. 154-175
Open Access | Times Cited: 16

The Consistency of Gamification User Types: A Study on the Change of Preferences over Time
Ana Cláudia Guimarães Santos, Wilk Oliveira, Juho Hamari, et al.
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 1253-1281
Open Access | Times Cited: 10

Assessing the Effects of Flow, Social Interaction, and Engagement on Students’ Gamified Learning: A Mediation Analysis
Chih‐Hung Chung, Hui-Ling Wendy Pan
Sustainability (2023) Vol. 15, Iss. 2, pp. 983-983
Open Access | Times Cited: 9

Gamification to Engage Healthy Habits in Socially Deprived Secondary School Students
José M. Rodríguez-Ferrer, Ana Manzano León, Pedro Tadeu, et al.
Retos (2024) Vol. 53, pp. 539-546
Open Access | Times Cited: 3

Game-Changer NPCs: Leveling-Up Technology Acceptance and Flow in a Digital Learning Quest
Tze Wei Liew, Yahdi Siradj, Su-Mae Tan, et al.
International Journal of Human-Computer Interaction (2024), pp. 1-22
Closed Access | Times Cited: 3

The use of Kahoot in preschool mathematics education
Aikaterini Xezonaki
Advances in Mobile Learning Educational Research (2023) Vol. 3, Iss. 1, pp. 648-657
Open Access | Times Cited: 8

Gamification in e-learning: A Systematic Review of Benefits, Challenges, and Future Possibilities
Pingalan Gejandran, Norazilawati Abdullah
Journal of Logistics Informatics and Service Science (2024) Vol. 11, Iss. 2
Open Access | Times Cited: 2

Tipología y uso de tecnologías emergentes en educación primaria y secundaria en Latinoamérica: una revisión sistemática de la literatura
Susan Rivera-Robles, María Graciela Badilla Quintana, Laura Jiménez-Pérez
Revista Complutense de Educación (2024) Vol. 35, Iss. 2, pp. 339-351
Open Access | Times Cited: 2

Self-concept and intrinsic motivation in foreign language learning: The connection between flow and the L2 self
Jacob M. Marszalek, Diane Balagna, Alissa K. Kim, et al.
Frontiers in Education (2022) Vol. 7
Open Access | Times Cited: 11

Efectos de la gamificación en la motivación y el aprendizaje
María del Carmen Quispe, Carlos Sixto Vega Vilca
Horizontes Revista de Investigación en Ciencias de la Educación (2023) Vol. 7, Iss. 29, pp. 1399-1410
Open Access | Times Cited: 5

Assessing User Experiences with ZORQ: A Gamification Framework for Computer Science Education
Zuotian Li, Xiang Liu, Cheng Zhang, et al.
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2024)
Open Access | Times Cited: 1

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