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:

Should Gamification be Personalized? A Self- deterministic Approach
Mario Passalacqua, Sylvain Sénécal, Marc Frédette, et al.
AIS Transactions on Human-Computer Interaction (2021), pp. 265-286
Open Access | Times Cited: 20

Showing 20 citing articles:

Hexad-12: Developing and Validating a Short Version of the Gamification User Types Hexad Scale
Jeanine Krath, Maximilian Altmeyer, Gustavo F. Tondello, et al.
(2023), pp. 1-18
Closed Access | Times Cited: 20

Uncovering the theoretical basis of user types: An empirical analysis and critical discussion of user typologies in research on tailored gameful design
Jeanine Krath, Maximilian Altmeyer, Linda Schürmann, et al.
International Journal of Human-Computer Studies (2024) Vol. 190, pp. 103314-103314
Open Access | Times Cited: 7

Using Hexad Archetypes to Motivate Students in a Chatbot-Enhanced Web-Based-Training
Ricarda Schlimbach, Jannika Behne, Tim Lange, et al.
Lecture notes in information systems and organisation (2025), pp. 449-465
Closed Access

Adaptive and Personalized Gamification Designs: Call for Action and Future Research
Sofia Schöbel, Manuel Schmidt-Kraepelin, Andreas Janson, et al.
AIS Transactions on Human-Computer Interaction (2021) Vol. 13, Iss. 4, pp. 479-494
Open Access | Times Cited: 26

Gamification preferences in nutrition apps: Toward healthier diets and food choices
Michelle Berger, Carolin Jung
Digital Health (2024) Vol. 10
Open Access | Times Cited: 3

Inclusion of Gamification Elements in the Context of Virtual Lab Environments to Increase Educational Value
Forough Nasirpouri Shadbad, Gabriel Bahr, Andy Luse, et al.
AIS Transactions on Human-Computer Interaction (2023) Vol. 15, Iss. 2, pp. 224-246
Open Access | Times Cited: 5

Toward a More Secure HRIS: The Role of HCI and Unconscious Behavior
Humayun Zafar, Adriane B. Randolph, Neale Martin
AIS Transactions on Human-Computer Interaction (2017) Vol. 9, Iss. 1, pp. 59-74
Open Access | Times Cited: 13

Understanding gamification experiences with the benefits dependency network lens
William K. McHenry, Erin E. Makarius
Computers and Education Open (2023) Vol. 4, pp. 100123-100123
Open Access | Times Cited: 4

Increasing motivation in social exercise games: personalising gamification elements to player type
Gerry Chan, Ali Arya, Rita Orji, et al.
Behaviour and Information Technology (2023) Vol. 43, Iss. 11, pp. 2608-2638
Closed Access | Times Cited: 4

Is Adaptive Gamification just a Theoretical Fairytale? An Experiment in a Text-based Adventure Game for Data Crowdsourcing
Anna Gorawska, Piotr Swierzy
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

Gamification as a panacea to workplace cyberloafing: an application of self-determination and social bonding theories
K.S. Nivedhitha, Gayathri Giri, Palvi Pasricha
Internet Research (2024)
Closed Access | Times Cited: 1

A Systematic Mapping Study on Gamification within Information Security Awareness Programs
Omid Pahlavanpour, Shang Gao
Heliyon (2024) Vol. 10, Iss. 19, pp. e38474-e38474
Open Access | Times Cited: 1

Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory
Stefan Strohmeier, Friedrich Röhrs
AIS Transactions on Human-Computer Interaction (2017) Vol. 9, Iss. 1, pp. 34-58
Open Access | Times Cited: 10

Impact of Game Design Elements on Actual Usage vs Future Use Intentions of Mobile Payment App Users: A Motivation Based Approach
Vidushi Pandey, Sana Ansari
Information Systems Frontiers (2023) Vol. 26, Iss. 5, pp. 1-27
Closed Access | Times Cited: 3

Understanding Fitness App Users’ Loyalty and Word of Mouth through Gameful Experience and Flow Theory
Brinda Sampat, Abhishek Behl, Sahil Raj
AIS Transactions on Human-Computer Interaction (2023) Vol. 15, Iss. 2, pp. 193-223
Open Access | Times Cited: 3

Forming the Depth-Annex-Motion-Placement (DAMP) Conceptual Model for Gamified Learning
Darren Lim Yie, Mageswaran Sanmugam, Wan Ahmad Jaafar Wan Yahaya, et al.
Advances in educational technologies and instructional design book series (2024), pp. 117-140
Closed Access

Gamified Success
Zidan Kachhi
Advances in media, entertainment and the arts (AMEA) book series (2024), pp. 157-176
Closed Access

Privacy Is the Price: Player Views and Technical Evaluation of Data Practices in Online Games
Amel Bourdoucen, Leysan Nurgalieva, Janne Lindqvist
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 1136-1178
Open Access

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