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:

A Gamification Framework for Cognitive Assessment and Cognitive Training: Qualitative Study
Ali Khaleghi, Zahra Aghaei, Mohammad Amin Mahdavi
JMIR Serious Games (2021) Vol. 9, Iss. 2, pp. e21900-e21900
Open Access | Times Cited: 58

Showing 1-25 of 58 citing articles:

Developing two game-based interventions for dyslexia therapeutic interventions using gamification and serious games approaches entertainment computing journal
Ali Khaleghi, Zahra Aghaei, Mahsa Behnamghader
Entertainment Computing (2022) Vol. 42, pp. 100482-100482
Closed Access | Times Cited: 23

A Smartphone-Gamified Virtual Reality Exposure Therapy Augmented With Biofeedback for Ailurophobia: Development and Evaluation Study
Ali Khaleghi, Abbas Narimani, Zahra Aghaei, et al.
JMIR Serious Games (2024) Vol. 12, pp. e34535-e34535
Open Access | Times Cited: 5

The Impact of Game-Based Interventions on Adult Cognition: A Systematic Review
Franz Coelho, Daniel Gonçalves, Ana María Abreu
International Journal of Human-Computer Interaction (2025), pp. 1-36
Closed Access

Gamified eHealth interventions for health promotion and disease prevention in children and adolescents: a scoping review
Pilar Bas‐Sarmiento, Carmen Julián-López, Martina Fernández‐Gutiérrez, et al.
Humanities and Social Sciences Communications (2025) Vol. 12, Iss. 1
Open Access

Impact of rewards on cognitive game performance: Competition with peers increases enjoyment in easy, but not difficult tasks
You Zhi Hu, Hsi T. Wei, Mark Chignell
Computers in Human Behavior (2023) Vol. 149, pp. 107952-107952
Closed Access | Times Cited: 11

Developing Serious Video Games to Treat Attention Deficit Hyperactivity Disorder: Tutorial Guide
Aarón Sújar, Marina Martín-Moratinos, María Rodrigo-Yanguas, et al.
JMIR Serious Games (2022) Vol. 10, Iss. 3, pp. e33884-e33884
Open Access | Times Cited: 16

A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children
Ruth Gallagher, Klaus Kessler, Jessica Bramham, et al.
Frontiers in Psychology (2023) Vol. 14
Open Access | Times Cited: 9

Arterial oxygen desaturation during moderate hypoxia hinders sensorimotor performance
Jason M. Keeler, Jennifer B. Listman, M. Jo Hite, et al.
PLoS ONE (2024) Vol. 19, Iss. 2, pp. e0297486-e0297486
Open Access | Times Cited: 2

The Effect of a Novel Video Game on Young Soccer Players' Sports Performance and Attention: Randomized Controlled Trial
Adrián Feria Madueño, Germán Monterrubio-Fernández, Jesús Mateo Cortés, et al.
JMIR Serious Games (2024) Vol. 12, pp. e52275-e52275
Open Access | Times Cited: 2

Usability and Tolerability of Virtual Reality-Based Cognitive Stimulation in Healthy Elderly Volunteers—A Feasibility Clinical Trial
Hina Faisal, Wesley Lim, Antara Dattagupta, et al.
Games for Health Journal (2024)
Closed Access | Times Cited: 2

Enhancing Learning Engagement: A Study on Gamification’s Influence on Motivation and Cognitive Load
C.A. Baah, Irene Govender, Prabhakar Rontala Subramaniam
Education Sciences (2024) Vol. 14, Iss. 10, pp. 1115-1115
Open Access | Times Cited: 2

Cognitively Assistive Robots at Home: HRI Design Patterns for Translational Science
Alyssa Kubota, Dagoberto Cruz‐Sandoval, Soyon Kim, et al.
2016 11th ACM/IEEE International Conference on Human-Robot Interaction (HRI) (2022), pp. 53-62
Closed Access | Times Cited: 11

A Novel, Expert-Endorsed, Neurocognitive Digital Assessment Tool for Addictive Disorders: Development and Validation Study
Rico S. C. Lee, Lucy Albertella, Erynn Christensen, et al.
Journal of Medical Internet Research (2023) Vol. 25, pp. e44414-e44414
Open Access | Times Cited: 6

Effects of Working Memory Training on Children’s Memory and Academic Performance: the Role of Training Task Features and Trainee’s Characteristics
Barbara Studer-Luethi, Minna Toermaenen, Katja Margelisch, et al.
Journal of Cognitive Enhancement (2022) Vol. 6, Iss. 3, pp. 340-357
Open Access | Times Cited: 10

Neuroscience from the comfort of your home: Repeated, self-administered wireless dry EEG measures brain function with high fidelity
Florentine Barbey, Francesca R Farina, Alison R. Buick, et al.
Frontiers in Digital Health (2022) Vol. 4
Open Access | Times Cited: 10

Implementation of Gamification in Mathematics m-Learning Application to Creating Student Engagement
Sufa Atin, Raihan Abdan Syakuran, Irawan Afrianto
International Journal of Advanced Computer Science and Applications (2022) Vol. 13, Iss. 7
Open Access | Times Cited: 10

Influence of game features on attention in adults
Courtney L. Gallen, Jessica N. Schachtner, Roger Anguera‐Singla, et al.
Frontiers in Psychology (2023) Vol. 14
Open Access | Times Cited: 5

Adaptative computerized cognitive training decreases mental workload during working memory precision task - A preliminary fNIRS study
Aleksandra Landowska, Max L. Wilson, Michael P. Craven, et al.
International Journal of Human-Computer Studies (2023) Vol. 184, pp. 103206-103206
Open Access | Times Cited: 5

Gamified web-delivered attentional bias modification training for adults with chronic pain: Protocol for a randomized, double-blind, placebo-controlled trial (Preprint)
Julie F Vermeir, Melanie J. White, Daniel Johnson, et al.
JMIR Research Protocols (2021) Vol. 11, Iss. 1, pp. e32359-e32359
Open Access | Times Cited: 11

Design Preferences for a Serious Game–Based Cognitive Assessment of Older Adults in Prison: Thematic Analysis
Rhys Mantell, Adrienne Withall, Kylie Radford, et al.
JMIR Serious Games (2023) Vol. 11, pp. e45467-e45467
Open Access | Times Cited: 4

Cognition Assessment Technologies on Deaf People
Coral Italú Guerrero-Arenas, Fernando Uristy Osornio-García
Journal of Cognition (2023) Vol. 6, Iss. 1
Open Access | Times Cited: 4

Design and development of a gamified cognitive training program targeting executive functions for older adults
Lan Nguyen, Karen Murphy, Glenda Andrews
Entertainment Computing (2024), pp. 100892-100892
Open Access | Times Cited: 1

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