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:

Success factors for serious games to enhance learning: a systematic review
Werner Ravyse, A. Seugnet Blignaut, Verona Leendertz, et al.
Virtual Reality (2016) Vol. 21, Iss. 1, pp. 31-58
Closed Access | Times Cited: 193

Showing 26-50 of 193 citing articles:

The effects of dynamic and static feedback under tasks with different difficulty levels in digital game-based learning
Peipei Mao, Zhihui Cai, Zhikeng Wang, et al.
The Internet and Higher Education (2023) Vol. 60, pp. 100923-100923
Closed Access | Times Cited: 12

Evaluating the Impact of Gameful Design on Pro-Environmental Attitudes: Beyond Blue as Intervention
Mahsuum Daiiani, Penny Sweetser, Samantha K. Stanley, et al.
(2024), pp. 1-13
Closed Access | Times Cited: 4

Empirical Evaluations of Interactive Systems in Cultural Heritage
Panayiotis Koutsabasis
International Journal of Computational Methods in Heritage Science (2017) Vol. 1, Iss. 1, pp. 100-122
Closed Access | Times Cited: 34

Factors Influencing the Subjective Learning Effectiveness of Serious Games
Emmanuel Fokides, Penelope Atsikpasi, Polyxeni Kaimara, et al.
Journal of Information Technology Education Research (2019) Vol. 18, pp. 437-466
Open Access | Times Cited: 31

Soft Skills Training Program Based on Serious Games
Dolores Lucía Sutil Martín, F. Javier Otamendi
Sustainability (2021) Vol. 13, Iss. 15, pp. 8582-8582
Open Access | Times Cited: 25

The Content, Quality, and Behavior Change Techniques in Nutrition-Themed Mobile Apps for Children in Canada: App Review and Evaluation Study
Jacqueline Marie Brown, Beatriz Franco‐Arellano, Hannah Froome, et al.
JMIR mhealth and uhealth (2022) Vol. 10, Iss. 2, pp. e31537-e31537
Open Access | Times Cited: 17

Reimagining how to understand learning game experiences: a qualitative and exploratory case study
Håvard Almås, Felix Pinkow, Fay Giæver
Smart Learning Environments (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 10

Lessons upon Dislikes: Educational Game Design Principles from Players’ Negative Feedback
Wenyi Lu, Hao He, Fan Yu, et al.
Communications in computer and information science (2025), pp. 329-347
Closed Access

Improving Students’ Cognitive Abilities and Motivation in Kinematics Material Through Egamerasi Media
Sigit Dwi Saputro, Badrud Tamam, Naelur Rohmah, et al.
Salud Ciencia y Tecnología (2025) Vol. 5, pp. 1429-1429
Closed Access

Promoting Youth Political Engagement Through Serious Games: A Quasi-Experimental Study on Local Election Boardgame in Thailand
Stithorn Thananithichot, Wichuda Satidporn, Kwankaow Kongdecha
Journal of Political Science Education (2025), pp. 1-18
Closed Access

Increasing Knowledge about Plasma and Plasma-Donation through a Serious Game: Evidence from a Mixed-Method Study
Alexandra Ciaușescu, Eva‐Maria Merz, René Bekkers, et al.
Computers & Education (2025), pp. 105325-105325
Closed Access

Affective patterns in serious games
Jan K. Argasiński, Paweł Wȩgrzyn
Future Generation Computer Systems (2018) Vol. 92, pp. 526-538
Closed Access | Times Cited: 32

Games on Mobiles via Web or Virtual Reality Technologies: How to Support Learning for Biomedical Laboratory Science Education
Tord Hettervik Frøland, Ilona Heldal, Gry Sjøholt, et al.
Information (2020) Vol. 11, Iss. 4, pp. 195-195
Open Access | Times Cited: 27

Principles for the design of a history and heritage game based on the evaluation of immersive virtual reality video games
Alejandro Egea Vivancos, Laura Arias Ferrer
E-Learning and Digital Media (2020) Vol. 18, Iss. 4, pp. 383-402
Closed Access | Times Cited: 26

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

How to Create Serious Games? Proposal for a Participatory Methodology
Ernesto Pacheco-Velázquez, Virgínia Rodés, Lucia Rabago-Mayer, et al.
International Journal of Serious Games (2023) Vol. 10, Iss. 4, pp. 55-73
Open Access | Times Cited: 9

How Hard Is It Really? Assessing Game-Task Difficulty Through Real-Time Measures of Performance and Cognitive Load
Andrew J. A. Seyderhelm, Karen Blackmore
Simulation & Gaming (2023) Vol. 54, Iss. 3, pp. 294-321
Open Access | Times Cited: 8

Psychometric properties and factor structure of a motivation scale for higher education students to graduate and stimulate their entrepreneurship
E. Martínez, Juan José Rienda-Gómez, Dolores Lucía Sutil Martín, et al.
International Entrepreneurship and Management Journal (2024) Vol. 20, Iss. 3, pp. 1879-1906
Open Access | Times Cited: 3

ANALYSIS OF THE ROLE OF GAMIFICATION IN EDUCATION: ITS IMPACT ON STUDENT MOTIVATION
Loly Suwandani, Sunyono
Proceedings of International Conference on Education (2024) Vol. 2, Iss. 1, pp. 153-159
Open Access | Times Cited: 3

Diagnostic Markers of User Experience, Play, and Learning for Digital Serious Games: A Conceptual Framework Study
Jun Wen Tan, Nabil Zary
JMIR Serious Games (2019) Vol. 7, Iss. 3, pp. e14620-e14620
Open Access | Times Cited: 25

A game-based learning method to teach project management – the case of the earned value management
Elina Jääskä, Jaakko Kujala, Kirsi Aaltonen
Cogent Education (2023) Vol. 10, Iss. 2
Open Access | Times Cited: 7

SGAME: An Authoring Tool to Easily Create Educational Video Games by Integrating SCORM-Compliant Learning Objects
Aldo Gordillo, Enrique Barra, Juan Quemada
IEEE Access (2021) Vol. 9, pp. 126414-126430
Open Access | Times Cited: 17

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