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 psychologically “embedded” approach to designing games for prosocial causes
Geoff Kaufman, Mary Flanagan
Cyberpsychology Journal of Psychosocial Research on Cyberspace (2015) Vol. 9, Iss. 3
Open Access | Times Cited: 56

Showing 1-25 of 56 citing articles:

A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model
Kim Martínez, Isabel Menéndez Menéndez, Andrés Bustillo
Applied Sciences (2022) Vol. 12, Iss. 22, pp. 11757-11757
Open Access | Times Cited: 16

Developing and Piloting Videogames to Increase College and University Students' Awareness and Efficacy of the Bystander Role in Incidents of Sexual Violence
Sharyn J. Potter, Mary Flanagan, Max Seidman, et al.
Games for Health Journal (2018) Vol. 8, Iss. 1, pp. 24-34
Closed Access | Times Cited: 26

Designing for Inclusion
Julie Hui, Shelly Farnham
(2016), pp. 71-85
Closed Access | Times Cited: 25

Playing below the poverty line: Investigating an online game as a way to reduce prejudice toward the poor
Gina Roussos, John F. Dovidio
Cyberpsychology Journal of Psychosocial Research on Cyberspace (2016) Vol. 10, Iss. 2
Open Access | Times Cited: 23

Persuasive Gaming in Context
Teresa La Hera, Jeroen Jansz, Joost Raessens, et al.
Amsterdam University Press eBooks (2021)
Open Access | Times Cited: 18

Self-Efficacy-Based Game Design to Encourage Security Behavior Online
Tianying Chen, Jessica Hammer, Laura Dabbish
(2019), pp. 1-6
Open Access | Times Cited: 22

Walk in my shoes: How perspective-taking and VR enhance telepresence and empathy in a public service announcement for people experiencing homelessness
Yanyun Wang, Chen Chen, Michelle R. Nelson, et al.
New Media & Society (2022) Vol. 26, Iss. 7, pp. 3931-3950
Closed Access | Times Cited: 12

Creating Stealth Game Interventions for Attitude and Behavior Change: An "Embedded Design" Model
Geoff Kaufman, Mary Flanagan, Max Seidman
Transactions of the Digital Games Research Association (2016) Vol. 2, Iss. 3
Open Access | Times Cited: 19

Virtualizing the ‘good life’: reworking narratives of agrarianism and the rural idyll in a computer game
Lee‐Ann Sutherland
Agriculture and Human Values (2020) Vol. 37, Iss. 4, pp. 1155-1173
Open Access | Times Cited: 16

From dictators to avatars: Furthering social and personality psychology through game methods
Gili Freedman, Mary Flanagan
Social and Personality Psychology Compass (2017) Vol. 11, Iss. 12
Closed Access | Times Cited: 15

Increasing Anti-Tobacco Industry Attitudes Among Youth: A Pilot Study of a Multiplayer Educational Board Game
Melissa Gilliam, Brandon J. Hill, Erin Jaworski, et al.
Games for Health Journal (2018) Vol. 8, Iss. 1, pp. 49-54
Open Access | Times Cited: 14

Design for Narrative Change. A Pedagogical Model for Interactive Digital Narratives
Ilaria Mariani, Mariana Ciancia
International Journal of Art & Design Education (2023) Vol. 42, Iss. 3, pp. 384-401
Open Access | Times Cited: 4

Designing Games for Healthy Sleep
Juliet Pusateri, Judith Leng, Qian Wang, et al.
(2020), pp. 1-13
Open Access | Times Cited: 10

"You are asking me to pay for my legs"
Lynn Kirabo, Elizabeth Carter, Aaron Steinfeld
(2020), pp. 136-147
Open Access | Times Cited: 9

Playful Approaches to Leadership Development: Three Innovative Uses of Games in the Classroom
Karen Schrier, Anne Zahradnik, David Shaenfield
Organizational Behavior Teaching Review (2023) Vol. 48, Iss. 4, pp. 777-801
Closed Access | Times Cited: 3

The impact of an “aha” moment on gender biases: Limited evidence for the efficacy of a game intervention that challenges gender assumptions
Gili Freedman, Max Seidman, Mary Flanagan, et al.
Journal of Experimental Social Psychology (2018) Vol. 78, pp. 162-167
Open Access | Times Cited: 8

The effect of embodying a woman scientist in virtual reality on men’s gender biases.
Gili Freedman, Melanie C. Green, Max Seidman, et al.
Technology Mind and Behavior (2021) Vol. 2, Iss. 4
Open Access | Times Cited: 7

Embedded Game Design as a Method for Addressing Social Determinants of Health
Melissa Gilliam, Patrick Jagoda, Ian Bryce Jones, et al.
American Journal of Sexuality Education (2018) Vol. 13, Iss. 3, pp. 378-398
Open Access | Times Cited: 5

Contemplative Interactions: Exploring the Use of Defamiliarization in a Serious Game to Promote Reflective Thinking about Personal Health
Joshua Rui Yen Wong, Pin Sym Foong, Alex Mitchell
Designing Interactive Systems Conference (2021), pp. 984-998
Open Access | Times Cited: 4

Stretching immersion in virtual reality: How glitches reveal aspects of presence, interactivity and plausibility
Linda Bengtsson, Elizabeth Van Couvering
Convergence The International Journal of Research into New Media Technologies (2022) Vol. 29, Iss. 2, pp. 432-448
Open Access | Times Cited: 3

Eliciting social biases in children using tangible games
Saad Jamal, Meher Fatima Zaidi, Suleman Shahid, et al.
(2018), pp. 632-637
Closed Access | Times Cited: 3

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