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 ‘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

Showing 1-25 of 63 citing articles:

Immersive time (ImT): Conceptualizing time spent in the metaverse
Emmanuel Mogaji, Jochen Wirtz, Russell W. Belk, et al.
International Journal of Information Management (2023) Vol. 72, pp. 102659-102659
Closed Access | Times Cited: 80

Social video gaming and well-being
Nicholas David Bowman, Diana Rieger, Jih‐Hsuan Tammy Lin
Current Opinion in Psychology (2022) Vol. 45, pp. 101316-101316
Closed Access | Times Cited: 39

Eudaimonic well-being development: Motives driving mountain-based adventure tourism
Nanpassakorn Ritpanitchajchaval, Ann Suwaree Ashton, Michał Apollo
Journal of Outdoor Recreation and Tourism (2023) Vol. 42, pp. 100607-100607
Closed Access | Times Cited: 29

Evidence of Ambivalent Sexism in Female Video Game Character Designs
Teresa Lynch, Jessica E. Tompkins, Michael A. Gilbert, et al.
Mass Communication & Society (2024) Vol. 27, Iss. 6, pp. 1529-1554
Open Access | Times Cited: 4

Registered report evidence suggests no relationship between objectively tracked video game playtime and well-being over 3 months.
Nick Ballou, Craig Sewall, Jack Ratcliffe, et al.
Technology Mind and Behavior (2024) Vol. 5, Iss. 1
Open Access | Times Cited: 4

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: 11

“Deeper gaming”: A literature review and research agenda on eudaimonia in digital games research.
Rowan Daneels, Heidi Vandebosch, Michel Walrave
Technology Mind and Behavior (2023) Vol. 4, Iss. 2
Open Access | Times Cited: 10

The Dark Side of Inspirational Pasts: An Investigation of Nostalgia in Right-Wing Populist Communication
Manuel Menke, Tim Wulf
Media and Communication (2021) Vol. 9, Iss. 2, pp. 237-249
Open Access | Times Cited: 25

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

Players Just Want to Have Fun? An Exploratory Survey on Hedonic and Eudaimonic Game Motives
Daniel Possler, Rowan Daneels, Nicholas David Bowman
Games and Culture (2023) Vol. 19, Iss. 5, pp. 611-633
Open Access | Times Cited: 9

The Bright and Dark Side of Eudaimonic Emotions: A Conceptual Framework
Helen Landmann
Media and Communication (2021) Vol. 9, Iss. 2, pp. 191-201
Open Access | Times Cited: 19

A Qualitative Research of Young People’s Motivation to Start, Continue, Reduce and Quit Playing Online Multiplayer Games on Computer
Aysun Kahraman, İpek Kazançoğlu
International Journal of Human-Computer Interaction (2022) Vol. 39, Iss. 17, pp. 3289-3311
Closed Access | Times Cited: 13

Close but Not Too Close: Distance and Relevance in Designing Games for Reflection
Ioanna Iacovides, Joe Cutting, Jen Beeston, et al.
Proceedings of the ACM on Human-Computer Interaction (2022) Vol. 6, Iss. CHI PLAY, pp. 1-24
Open Access | Times Cited: 13

Resemblance of religion and pervasive games: A study among church employees and gamers
Samuli Laato, Sampsa Rauti, Juho Hamari
(2023), pp. 1-15
Open Access | Times Cited: 7

The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment
Lauri Lukka, J. Matias Palva
JMIR Serious Games (2023) Vol. 11, pp. e42173-e42173
Open Access | Times Cited: 7

HCI Research and Innovation in China: A 10-Year Perspective
Yuanchun Shi, Xin Yi, Liang Chen, et al.
International Journal of Human-Computer Interaction (2024) Vol. 40, Iss. 8, pp. 1799-1831
Closed Access | Times Cited: 2

From Disorientation to Harmony: Autoethnographic Insights into Transformative Videogame Experiences
Jaakko Väkevä, Elisa D. Mekler, Janne Lindqvist
(2024), pp. 1-20
Open Access | Times Cited: 2

Same Gaming: An Exploration of Relationships Between Gender Traits, Sexual Orientation, Motivations, and Enjoyment of Playing Video Games
Julia Kneer, Yubo Zhang, Bartosz G. Żerebecki, et al.
Simulation & Gaming (2022) Vol. 53, Iss. 5, pp. 423-445
Open Access | Times Cited: 11

Nostalgia in video games
Nicholas David Bowman, Tim Wulf
Current Opinion in Psychology (2022) Vol. 49, pp. 101544-101544
Closed Access | Times Cited: 11

Embedded AR Storytelling Supports Active Indexing at Historical Places
Linda Hirsch, Robin Welsch, Beat Rossmy, et al.
(2022), pp. 1-12
Closed Access | Times Cited: 10

Covariation among gaming motivations is correlated with anxiety and sociality: A latent class analysis
Nicholas David Bowman, Chingching Chang
Entertainment Computing (2023) Vol. 45, pp. 100546-100546
Closed Access | Times Cited: 4

Structural model proposal to explain online game addiction
Veysel Yılmaz, Berkalp Tunca
Entertainment Computing (2023) Vol. 48, pp. 100611-100611
Closed Access | Times Cited: 4

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