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:

Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge
Lazaros Michailidis, Emili Balaguer‐Ballester, Xun He
Frontiers in Psychology (2018) Vol. 9
Open Access | Times Cited: 156

Showing 1-25 of 156 citing articles:

Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles
Teemu H. Laine, Renny S. N. Lindberg
IEEE Transactions on Learning Technologies (2020) Vol. 13, Iss. 4, pp. 804-821
Open Access | Times Cited: 169

Defining Immersion: Literature Review and Implications for Research on Audiovisual Experiences
Sarvesh Rajesh Agrawal, Adèle Simon, Søren Bech, et al.
Journal of the Audio Engineering Society (2020) Vol. 68, Iss. 6, pp. 404-417
Open Access | Times Cited: 138

Virtual reality in episodic memory research: A review
Stephanie A. Smith
Psychonomic Bulletin & Review (2019) Vol. 26, Iss. 4, pp. 1213-1237
Open Access | Times Cited: 126

Virtual Reality Games and the Role of Body Involvement in Enhancing Positive Emotions and Decreasing Anxiety: Within-Subjects Pilot Study
Federica Pallavicini, Alessandro Pepe
JMIR Serious Games (2020) Vol. 8, Iss. 2, pp. e15635-e15635
Open Access | Times Cited: 73

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani
JMIR Mental Health (2021) Vol. 8, Iss. 8, pp. e28150-e28150
Open Access | Times Cited: 71

Peripheral-physiological and neural correlates of the flow experience while playing video games: a comprehensive review
Shiva Khoshnoud, Federico Alvarez Igarzábal, Marc Wittmann
PeerJ (2020) Vol. 8, pp. e10520-e10520
Open Access | Times Cited: 70

Time Speeds Up During Flow States: A Study in Virtual Reality with the Video Game Thumper
Hans M. Rutrecht, Marc Wittmann, Shiva Khoshnoud, et al.
Timing & Time Perception (2021) Vol. 9, Iss. 4, pp. 353-376
Open Access | Times Cited: 58

The Students’ Flow Experience With the Continuous Intention of Using Online English Platforms
Zhao Hong, Asif Khan
Frontiers in Psychology (2022) Vol. 12
Open Access | Times Cited: 37

The Effect of Using Augmented Reality Technology in Takeaway Food Packaging to Improve Young Consumers’ Negative Evaluations
Chao Gu, Tingting Huang, Wei Wei, et al.
Agriculture (2023) Vol. 13, Iss. 2, pp. 335-335
Open Access | Times Cited: 35

Playing for keeps or just playing with emotion? Studying tilt and emotion regulation in video games
Sarah C. Cregan, Adam J. Toth, Mark J. Campbell
Frontiers in Psychology (2024) Vol. 15
Open Access | Times Cited: 7

A systematic review and meta-analysis of the relationship between flow states and performance
David Harris, Kate Allen, Samuel J. Vine, et al.
International Review of Sport and Exercise Psychology (2021) Vol. 16, Iss. 1, pp. 693-721
Open Access | Times Cited: 46

The dual nature of escapism in video gaming: A meta-analytic approach
Umer Hussain, Sami Jabarkhail, George B. Cunningham, et al.
Computers in Human Behavior Reports (2021) Vol. 3, pp. 100081-100081
Open Access | Times Cited: 43

Stress-Reducing Effects of Playing a Casual Video Game among Undergraduate Students
Veeral Desai, Arnav Gupta, Lucas Andersen, et al.
Trends in Psychology (2021) Vol. 29, Iss. 3, pp. 563-579
Open Access | Times Cited: 41

The brain in flow: A systematic review on the neural basis of the flow state
Clara Alameda, Daniel Sanabria, Luís F. Ciria
Cortex (2022) Vol. 154, pp. 348-364
Open Access | Times Cited: 30

A study of player behavior and motivation to purchase Dota 2 virtual in game items
Ezlika M. Ghazali, Hussam Al Halbusi, Fadi Abdel Muniem Abdel Fattah, et al.
Kybernetes (2022) Vol. 52, Iss. 6, pp. 1937-1961
Closed Access | Times Cited: 29

Children's approaches to solving puzzles in videogames
Ekta Shokeen, Anthony Pellicone, David Weintrop, et al.
International Journal of Child-Computer Interaction (2024) Vol. 40, pp. 100635-100635
Closed Access | Times Cited: 6

The role of attention in immersion: The two–competitor model
Daniel J. Strauß, Alexander L. Francis, Jonas Vibell, et al.
Brain Research Bulletin (2024) Vol. 210, pp. 110923-110923
Open Access | Times Cited: 5

CoGames: Development of an adaptive smartphone-based and gamified monitoring tool for cognitive function in Multiple Sclerosis
Silvan Pless, Tim Woelfle, Johannes Lorscheider, et al.
Journal of Neurology (2025) Vol. 272, Iss. 2
Open Access

Self-concepts applied as a strategy to measure the level of acceptance of a Serious Game
Anthony Lins, Walter Correia, Fábio Campos, et al.
Journal on Interactive Systems (2025) Vol. 16, Iss. 1, pp. 163-171
Open Access

Erweiterte Realitäten und virtuelle Welten
Fabian Lang
Springer eBooks (2025), pp. 25-83
Closed Access

Extending the game immersion questionnaire to online users
Valērijs Dombrovskis, Jeļena Ļevina, Aleksejs Ruža
Frontiers in Psychology (2025) Vol. 16
Open Access

Human Attitudes in Robotic Path Programming: A Pilot Study of User Experience in Manual and XR-Controlled Robotic Arm Manipulation
Oscar Escallada, Nagore Osa, Ganix Lasa, et al.
Multimodal Technologies and Interaction (2025) Vol. 9, Iss. 3, pp. 27-27
Open Access

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