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:

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

Showing 1-25 of 50 citing articles:

The role of gamification in digital mental health
Theresa Fleming, Marlou Poppelaars, Hiran Thabrew
World Psychiatry (2023) Vol. 22, Iss. 1, pp. 46-47
Open Access | Times Cited: 22

Motivation crowding effects on the intention for continued use of gamified fitness apps: a mixed-methods approach
Jialiang Huang, Chen Jiang, Liyun Zhou
Frontiers in Psychology (2024) Vol. 14
Open Access | Times Cited: 6

Games and gamification of mental health
Pragya Lodha, Ankita Gupta, Snehal Jog, et al.
Elsevier eBooks (2025), pp. 151-163
Closed Access

Impact of family-oriented gamification on self-management of people with multiple sclerosis: a mixed-methods study protocol
Leily Zare, Nahid Dehghan‐Nayeri, Fatemeh Bahramnezhad, et al.
BMJ Open (2025) Vol. 15, Iss. 3, pp. e093232-e093232
Open Access

A systematic review on the efficacy of virtual reality and gamification interventions for managing anxiety and depression
Nuru Jingili, Solomon Sunday Oyelere, Markus B. T. Nyström, et al.
Frontiers in Digital Health (2023) Vol. 5
Open Access | Times Cited: 14

Gamification in education—teachers’ perspectives through the lens of the theory of planned behavior
Laura Leiss, Jörg Großschedl, Matthias Wilde, et al.
Frontiers in Psychology (2025) Vol. 16
Open Access

Designing VR Music Game for Stress Reduction
Kirak Kim, Hyojin Kim, Y.W. Choi, et al.
(2025), pp. 678-685
Closed Access

Gamification approaches for open innovation implementation: A conceptual framework
Elena M. Gimenez‐Fernandez, Carmen Abril, Henning Breuer, et al.
Creativity and Innovation Management (2021) Vol. 30, Iss. 3, pp. 455-474
Open Access | Times Cited: 28

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review
Xiting Huang, Xinyue Xiang, Yang Liu, et al.
JMIR Serious Games (2023) Vol. 11, pp. e39019-e39019
Open Access | Times Cited: 12

Gamification: a Novel Approach to Mental Health Promotion
Cecilia Cheng, Omid V. Ebrahimi
Current Psychiatry Reports (2023) Vol. 25, Iss. 11, pp. 577-586
Open Access | Times Cited: 11

Ethics of Gamification in Health and Fitness-Tracking
Chirag Arora, Maryam Razavian
International Journal of Environmental Research and Public Health (2021) Vol. 18, Iss. 21, pp. 11052-11052
Open Access | Times Cited: 26

An Escape Game on university students’ mental health during the Covid-19 pandemic: co-creation study (Preprint)
David Labrosse, Clara Vié, Hana Hajjam, et al.
JMIR Serious Games (2024) Vol. 12, pp. e48545-e48545
Open Access | Times Cited: 3

Effectiveness of applied and casual games for young people's mental health: A systematic review of randomised controlled studies
Aniek Wols, Michelle A Pingel, Anna Lichtwarck‐Aschoff, et al.
Clinical Psychology Review (2024) Vol. 108, pp. 102396-102396
Open Access | Times Cited: 2

Gamification for Mental Health and Health Psychology: Insights at the First Quarter Mark of the 21st Century
Carmina Castellano‐Tejedor, Andrés Cencerrado
International Journal of Environmental Research and Public Health (2024) Vol. 21, Iss. 8, pp. 990-990
Open Access | Times Cited: 2

Visuospatial working memory and attention control make the difference between experts, regulars and non-players of the videogame League of Legends
Carlos Valls-Serrano, Cristina De Francisco, María Vélez-Coto, et al.
Frontiers in Human Neuroscience (2022) Vol. 16
Open Access | Times Cited: 9

Gamification in Retail: Enhancing Grocery Customer Experience with Location-Based Strategies
A. Zandi, Yoones A. Sekhavat
International Journal of Serious Games (2024) Vol. 11, Iss. 2, pp. 43-63
Open Access | Times Cited: 1

Las estrategias de gamificación en el aprendizaje de la matemática
Marlon Jonathan Estrella-Semblantes, Jorge Efraín Moscoso-Clerque, Amarilis Isabel Campoverde-Moscol
MQRInvestigar (2024) Vol. 8, Iss. 3, pp. 1983-2003
Open Access | Times Cited: 1

Promoting University Students’ Well-being and Resilience by Means of a Game-Approach Basic Psychological Need Intervention: a Case Study
Lisa Kiltz, Marjon Fokkens-Bruinsma, Ellen Jansen
International Journal of Applied Positive Psychology (2024)
Open Access | Times Cited: 1

Engagement challenges in digital mental health programs: hybrid approaches and user retention of an online self-knowledge journey in Brazil
Felipe Azevedo Moretti, Tiago Bortolini, Larissa Hartle, et al.
Frontiers in Digital Health (2024) Vol. 6
Open Access | Times Cited: 1

A randomized pilot study of Rhythms And You (RAY): An internet-based program for bipolar disorder administered with and without clinical helper support in primary care
Holly A. Swartz, Bruce L. Rollman, David C. Mohr, et al.
Journal of Affective Disorders (2021) Vol. 295, pp. 183-191
Open Access | Times Cited: 11

Stakeholders’ design preferences for instructional gamification
Adam Palmquist
Behaviour and Information Technology (2023) Vol. 43, Iss. 12, pp. 2717-2749
Open Access | Times Cited: 4

A Survey on Application of Game Design Element in Edutainment
Souad Baowidan
Lecture notes in computer science (2023), pp. 39-50
Closed Access | Times Cited: 2

Gamification Applied to Autism Spectrum Disorder
Vítor Simões-Silva, António Marques, Catarina Pinho, et al.
Advances in psychology, mental health, and behavioral studies (APMHBS) book series (2021), pp. 163-186
Closed Access | Times Cited: 5

Strengthening Invisible Ties
Rogério Augusto Bordini, Oliver Korn
(2022), pp. 424-430
Closed Access | Times Cited: 3

A Behavioural Strategy to Nudge Young People to Adopt In-Person Counselling: Gamification
Shengen Piao, Jaewoo Joo
[ ] With Design: Reinventing Design Modes (2022), pp. 1348-1363
Closed Access | Times Cited: 3

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