
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 Best-Fit Framework and Systematic Review of Asymmetric Gameplay in Multiplayer Virtual Reality Games
Katja Rogers, Sukran Karaosmanoglu, Dennis Wolf, et al.
Frontiers in Virtual Reality (2021) Vol. 2
Open Access | Times Cited: 18
Katja Rogers, Sukran Karaosmanoglu, Dennis Wolf, et al.
Frontiers in Virtual Reality (2021) Vol. 2
Open Access | Times Cited: 18
Showing 18 citing articles:
Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, et al.
(2024), pp. 1-28
Open Access | Times Cited: 8
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, et al.
(2024), pp. 1-28
Open Access | Times Cited: 8
VR Almost There: Simulating Co-located Multiplayer Experiences in Social Virtual Reality
Philipp Sykownik, Sukran Karaosmanoglu, Katharina Emmerich, et al.
(2023), pp. 1-19
Closed Access | Times Cited: 11
Philipp Sykownik, Sukran Karaosmanoglu, Katharina Emmerich, et al.
(2023), pp. 1-19
Closed Access | Times Cited: 11
Exploring Asymmetry of Information in Cooperative Games
Daniel Reis, Pedro Pais, David Gonçalves, et al.
Communications in computer and information science (2025), pp. 155-170
Closed Access
Daniel Reis, Pedro Pais, David Gonçalves, et al.
Communications in computer and information science (2025), pp. 155-170
Closed Access
Analysis of Asymmetric VR Games – Steam Platform Case Study
Kinga Stecuła
Technology in Society (2024) Vol. 78, pp. 102673-102673
Closed Access | Times Cited: 2
Kinga Stecuła
Technology in Society (2024) Vol. 78, pp. 102673-102673
Closed Access | Times Cited: 2
All Shook Up: The Impact of Floor Vibration in Symmetric and Asymmetric Immersive Multi-user VR Gaming Experiences
Sungchul Jung, Yuanjie Wu, Ryan Douglas McKee, et al.
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (2022), pp. 737-745
Closed Access | Times Cited: 8
Sungchul Jung, Yuanjie Wu, Ryan Douglas McKee, et al.
2020 IEEE Conference on Virtual Reality and 3D User Interfaces (VR) (2022), pp. 737-745
Closed Access | Times Cited: 8
Asymmetric VR Game Subgenres: Implications for Analysis and Design
Miah Dawes, Katherine Rackliffe, Amanda Hughes, et al.
Multimodal Technologies and Interaction (2024) Vol. 8, Iss. 2, pp. 12-12
Open Access | Times Cited: 1
Miah Dawes, Katherine Rackliffe, Amanda Hughes, et al.
Multimodal Technologies and Interaction (2024) Vol. 8, Iss. 2, pp. 12-12
Open Access | Times Cited: 1
Touching the Untouchable: Playing the Virtual Glass Harmonica
Astrid Pedersen, Morten Jørgensen, Stefania Serafin
(2024), pp. 218-233
Closed Access | Times Cited: 1
Astrid Pedersen, Morten Jørgensen, Stefania Serafin
(2024), pp. 218-233
Closed Access | Times Cited: 1
Virtual Games, Real Interactions: A Look at Cross-reality Asymmetrical Co-located Social Games
Alexandra Kitson, Sun Joo Ahn, Eric J. Gonzalez, et al.
(2024), pp. 1-9
Open Access | Times Cited: 1
Alexandra Kitson, Sun Joo Ahn, Eric J. Gonzalez, et al.
(2024), pp. 1-9
Open Access | Times Cited: 1
An Umbrella Review of Reporting Quality in CHI Systematic Reviews: Guiding Questions and Best Practices for HCI
Katja Rogers, Teresa Hirzle, Sukran Karaosmanoglu, et al.
ACM Transactions on Computer-Human Interaction (2024) Vol. 31, Iss. 5, pp. 1-55
Open Access | Times Cited: 1
Katja Rogers, Teresa Hirzle, Sukran Karaosmanoglu, et al.
ACM Transactions on Computer-Human Interaction (2024) Vol. 31, Iss. 5, pp. 1-55
Open Access | Times Cited: 1
Cross-Reality Gaming: Comparing Competition and Collaboration in an Asymmetric Gaming Experience
Sungchul Jung, Yuanjie Wu, Stephan Lukosch, et al.
(2023)
Open Access | Times Cited: 3
Sungchul Jung, Yuanjie Wu, Stephan Lukosch, et al.
(2023)
Open Access | Times Cited: 3
Sharing Play Spaces: Design Lessons from Reddit Posts Showing Virtual Reality in the Home
Daniel Harley, Cayley MacArthur
(2023), pp. 509-522
Closed Access | Times Cited: 2
Daniel Harley, Cayley MacArthur
(2023), pp. 509-522
Closed Access | Times Cited: 2
Understanding Multi-user, Handheld Mixed Reality for Group-based MR Games
Carlos Augusto Bautista Isaza, Daniel Enriquez, Hayoun Moon, et al.
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CSCW1, pp. 1-28
Open Access
Carlos Augusto Bautista Isaza, Daniel Enriquez, Hayoun Moon, et al.
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CSCW1, pp. 1-28
Open Access
Promoting Family Play through Asymmetric Game Design
Pedro Pais, David Gonçalves, Kathrin Gerling, et al.
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CSCW1, pp. 1-24
Closed Access
Pedro Pais, David Gonçalves, Kathrin Gerling, et al.
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CSCW1, pp. 1-24
Closed Access
A Matter of Perspective: Designing Immersive Character Transitions for Virtual Reality Games
Sebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, et al.
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 73-103
Closed Access | Times Cited: 1
Sebastian Cmentowski, Sukran Karaosmanoglu, Fabian Kievelitz, et al.
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 73-103
Closed Access | Times Cited: 1
Playing with Friends or Strangers? The Effects of Familiarity between Players in an Asymmetric Multiplayer Virtual Reality Game
Sukran Karaosmanoglu, Tom Schmolzi, Frank Steinicke
(2023) Vol. 10, pp. 76-82
Closed Access | Times Cited: 1
Sukran Karaosmanoglu, Tom Schmolzi, Frank Steinicke
(2023) Vol. 10, pp. 76-82
Closed Access | Times Cited: 1
Train@Train – A Case Study of Using Immersive Learning Environments for Health and Safety Training for the Austrian Railway Company
Marco Nemetz, Sandra Pfiel, Reinhard Altenburger, et al.
Communications in computer and information science (2022), pp. 781-789
Closed Access | Times Cited: 2
Marco Nemetz, Sandra Pfiel, Reinhard Altenburger, et al.
Communications in computer and information science (2022), pp. 781-789
Closed Access | Times Cited: 2
LabXscape: A Prototype for Enhancing Player Experience in Cross-Reality Gameplay
Michael McCready, Adrian Covaci, Luma Tabbaa
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (2022) Vol. 16, pp. 183-187
Closed Access | Times Cited: 2
Michael McCready, Adrian Covaci, Luma Tabbaa
2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct) (2022) Vol. 16, pp. 183-187
Closed Access | Times Cited: 2
What Does “Asymmetric VR” Mean? A Directed Content Analysis of Co-Located Use of VR by Users on Reddit
Kaitlyn Ouverson, Carsten Scherber, Emily Oldham, et al.
Frontiers in Virtual Reality (2021) Vol. 2
Open Access | Times Cited: 2
Kaitlyn Ouverson, Carsten Scherber, Emily Oldham, et al.
Frontiers in Virtual Reality (2021) Vol. 2
Open Access | Times Cited: 2