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:

Gamification in Stress Management Apps: A Critical App Review
Alexandra Hoffmann, Corinna A. Christmann, Gabriele Bleser
JMIR Serious Games (2017) Vol. 5, Iss. 2, pp. e13-e13
Open Access | Times Cited: 79

Showing 1-25 of 79 citing articles:

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
Vanessa Wan Sze Cheng, Tracey A Davenport, Daniel Johnson, et al.
JMIR Mental Health (2019) Vol. 6, Iss. 6, pp. e13717-e13717
Open Access | Times Cited: 212

Serious Games and Gamification in Healthcare: A Meta-Review
Robertas Damaševičius, Rytis Maskeliūnas, Tomas Blažauskas
Information (2023) Vol. 14, Iss. 2, pp. 105-105
Open Access | Times Cited: 102

User Engagement and Abandonment of mHealth: A Cross-Sectional Survey
Abdulsalam Salihu Mustafa, Nor’ashikin Ali, Jaspaljeet Singh Dhillon, et al.
Healthcare (2022) Vol. 10, Iss. 2, pp. 221-221
Open Access | Times Cited: 91

Combining Biofeedback with Stress Management Interventions: A Systematic Review of Physiological and Psychological Effects
Nele De Witte, Inez Buyck, Tom Van Daele
Applied Psychophysiology and Biofeedback (2019) Vol. 44, Iss. 2, pp. 71-82
Closed Access | Times Cited: 73

Determinant Factors of Public Acceptance of Stress Management Apps: Survey Study
Jennifer Apolinário-Hagen, Severin Hennemann, Lara Fritsche, et al.
JMIR Mental Health (2019) Vol. 6, Iss. 11, pp. e15373-e15373
Open Access | Times Cited: 62

Recommendations for Implementing Gamification for Mental Health and Wellbeing
Vanessa Wan Sze Cheng
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 50

Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)
Simon Warsinsky, Manuel Schmidt-Kraepelin, Sascha Rank, et al.
Journal of Medical Internet Research (2021) Vol. 23, Iss. 9, pp. e30390-e30390
Open Access | Times Cited: 44

The Design and Evaluation of a Mental Health Educational App for Paternal Postpartum Depression
Pavankumar Mulgund, Yafang Li, Raghvendra K. Singh, et al.
International Journal of Human-Computer Interaction (2025), pp. 1-20
Closed Access

An App That Incorporates Gamification, Mini-Games, and Social Connection to Improve Men's Mental Health and Well-Being (MindMax): Participatory Design Process
Vanessa Wan Sze Cheng, Tracey A Davenport, Daniel Johnson, et al.
JMIR Mental Health (2018) Vol. 5, Iss. 4, pp. e11068-e11068
Open Access | Times Cited: 54

An analysis on self-management and treatment-related functionality and characteristics of highly rated anxiety apps
Nidal Drissi, Sofía Ouhbi, Mohammed Abdou Janati Idrissi, et al.
International Journal of Medical Informatics (2020) Vol. 141, pp. 104243-104243
Open Access | Times Cited: 49

Potential Benefits and Risks Resulting From the Introduction of Health Apps and Wearables Into the German Statutory Health Care System: Scoping Review
Alexandra Heidel, Christian Hagist
JMIR mhealth and uhealth (2020) Vol. 8, Iss. 9, pp. e16444-e16444
Open Access | Times Cited: 47

Gamification and Behavior Change Techniques in Diabetes Self-Management Apps
Lilli Priesterroth, Jennifer Grammes, K. Holtz, et al.
Journal of Diabetes Science and Technology (2019) Vol. 13, Iss. 5, pp. 954-958
Open Access | Times Cited: 43

A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study
Iolie Nicolaidou, Loizos Aristeidis, Lambros Lambrinos
Digital Health (2022) Vol. 8, pp. 205520762211090-205520762211090
Open Access | Times Cited: 23

Stress Management Apps: Systematic Search and Multidimensional Assessment of Quality and Characteristics
Sarah Paganini, Evelyn P. Meier, Yannik Terhorst, et al.
JMIR mhealth and uhealth (2023) Vol. 11, pp. e42415-e42415
Open Access | Times Cited: 14

Gamified Cognitive Bias Modification Interventions for Psychiatric Disorders: Review
Melvyn Zhang, Jiangbo Ying, Guo Song, et al.
JMIR Mental Health (2018) Vol. 5, Iss. 4, pp. e11640-e11640
Open Access | Times Cited: 40

Digital Prompts to Increase Engagement With the Headspace App and for Stress Regulation Among Parents: Feasibility Study
Lisa K. Militello, Michael Sobolev, Fabian Okeke, et al.
JMIR Formative Research (2021) Vol. 6, Iss. 3, pp. e30606-e30606
Open Access | Times Cited: 31

Gamification in Mobile Apps for Children With Disabilities: Scoping Review
Ebrahim Mahmoudi, Paul Yejong Yoo, Ananya Chandra, et al.
JMIR Serious Games (2024) Vol. 12, pp. e49029-e49029
Open Access | Times Cited: 3

Preferred Gamification Elements in a Health Behavior Change Support System for Stress Management
Yi Zhao, Yilu Liu
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: 3

Co-designing a Mobile Gamified Attention Bias Modification Intervention for Substance Use Disorders: Participatory Research Study
Melvyn Zhang, Sandor Heng, Guo Song, et al.
JMIR mhealth and uhealth (2019) Vol. 7, Iss. 10, pp. e15871-e15871
Open Access | Times Cited: 26

A gamified app on emotion recognition and anger management for pre-school children
Iolie Nicolaidou, Federica Tozzi, Άθως Αντωνιάδης
International Journal of Child-Computer Interaction (2021) Vol. 31, pp. 100449-100449
Closed Access | Times Cited: 22

How Positive Activities Shape Emotional Exhaustion and Work-Life Balance: Effects of an Intervention via Positive Emotions and Boundary Management Strategies
Sarah Elena Althammer, Anne Marit Wöhrmann, Alexandra Michel
Occupational Health Science (2023) Vol. 8, Iss. 1, pp. 43-70
Open Access | Times Cited: 8

Pokémon GO Within the Context of Family Health: Retrospective Study
Lisa K. Militello, Nathan Hanna, Claudio R. Nigg
JMIR Pediatrics and Parenting (2018) Vol. 1, Iss. 2, pp. e10679-e10679
Open Access | Times Cited: 26

Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study
Alexandra Hoffmann, Corinna A. Christmann, Gregor Zolynski, et al.
JMIR Formative Research (2020) Vol. 4, Iss. 5, pp. e13170-e13170
Open Access | Times Cited: 16

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