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:

Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
Vanessa Wan Sze Cheng, Tracey A Davenport, Daniel Johnson, et al.
JMIR Mental Health (2019) Vol. 6, Iss. 6, pp. e13717-e13717
Open Access | Times Cited: 220

Showing 26-50 of 220 citing articles:

The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility
Mark Floryan, Philip I. Chow, Stephen M. Schueller, et al.
Journal of Medical Internet Research (2020) Vol. 22, Iss. 6, pp. e16506-e16506
Open Access | Times Cited: 45

A scoping review of randomised controlled trials to assess the value of gamification in the higher education of health science students
Elio Arruzza, Minh Chau
Journal of medical imaging and radiation sciences (2020) Vol. 52, Iss. 1, pp. 137-146
Closed Access | Times Cited: 43

A gameful blended-learning experience in nursing: A qualitative focus group study
Carmen Ropero‐Padilla, Miguel Rodriguez‐Arrastia, Adrian Martinez‐Ortigosa, et al.
Nurse Education Today (2021) Vol. 106, pp. 105109-105109
Open Access | Times Cited: 37

Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review
Kim Martínez, Isabel Menéndez Menéndez, Andrés Bustillo
JMIR Serious Games (2021) Vol. 9, Iss. 4, pp. e30482-e30482
Open Access | Times Cited: 33

Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19
Becky K White, Annegret Martin, James White
The Lancet Regional Health - Western Pacific (2022) Vol. 35, pp. 100528-100528
Open Access | Times Cited: 23

Technology-based Cognitive Behavioral Therapy Interventions
Jill M. Newby, Emily Upton, Elizabeth Mason, et al.
Psychiatric Clinics of North America (2024) Vol. 47, Iss. 2, pp. 399-417
Closed Access | Times Cited: 5

A Compassion-Focused Ecological Momentary Intervention for Enhancing Resilience in Help-Seeking Youth: Uncontrolled Pilot Study
Christian Rauschenberg, Benjamin Boecking, Isabell Paetzold, et al.
JMIR Mental Health (2021) Vol. 8, Iss. 8, pp. e25650-e25650
Open Access | Times Cited: 31

Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion
Manuela Ferrari, Judith Sabetti, Sarah V. McIlwaine, et al.
Frontiers in Digital Health (2022) Vol. 4
Open Access | Times Cited: 22

Harnessing virtual reality simulation in training healthcare workers in handling patients with suspected COVID-19 infections: results of training and lessons learned about design
Lars Veldmeijer, Gijs Terlouw, Job van ’t Veer, et al.
Design for Health (2022) Vol. 6, Iss. 1, pp. 44-68
Closed Access | Times Cited: 20

Artificial Intelligence in Gamification to Promote Mental Health among University Students: A Scoping Review
Verónica Adriana Freire Palacios, Kléber Augusto Jaramillo-Galarza, Jessica Vanessa Quito Calle, et al.
Salud Ciencia y Tecnología (2023) Vol. 3, pp. 639-639
Open Access | Times Cited: 13

Gamification and neurological motor rehabilitation in children and adolescents: a systematic review
M. Pimentel-Ponce, Rita Pilar Romero Galisteo, Rocío Palomo‐Carrión, et al.
Neurología (English Edition) (2023) Vol. 39, Iss. 1, pp. 63-83
Open Access | Times Cited: 11

Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review
Maartje D. Stutvoet, Lisa Levelt, Micah Hrehovcsik, et al.
Games for Health Journal (2024) Vol. 13, Iss. 5, pp. 314-331
Closed Access | Times Cited: 4

Developing and evaluating a gamified self-management application for inflammatory bowel disease using the ADDIE model and Sukr framework
Narges Norouzkhani, Somaye Norouzi, Mahbobeh Faramarzi, et al.
BMC Medical Informatics and Decision Making (2025) Vol. 25, Iss. 1
Open Access

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

Wearable Sensors in Real-Time Monitoring and Data Assimilation in Health and Wellness
Bhupinder Singh, Saurabh Chandra, Nimmi Agarwal
IGI Global eBooks (2025), pp. 359-372
Closed Access

“The More You Give the Wearable, the More it Gives You”: How Regular Exercisers Navigate Exercise Using Wearable Devices
Adam H. Ibrahim, Cory T. Beaumont, Kelley Strohacker
Research Square (Research Square) (2025)
Closed Access

Design, development, and evaluation of an mHealth app to reduce stress and promote happiness through smiling
Joseph Orji, Gerry Chan, Rita Orji
Behaviour and Information Technology (2025), pp. 1-21
Closed Access

Exploring gamification design elements for mental health support
Emma Nuraihan Mior Ibrahim, Nurulfitrie Jamali, Ahmad Iqbal Hakim Suhaimi
International Journal of Advanced Technology and Engineering Exploration (2021) Vol. 8, Iss. 74, pp. 114-125
Open Access | Times Cited: 26

Off-Peak: An Examination of Ordinary Player Experience
April Tyack, Elisa D. Mekler
(2021), pp. 1-12
Open Access | Times Cited: 26

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

Facilitator Contact, Discussion Boards, and Virtual Badges as Adherence Enhancements to a Web-Based, Self-guided, Positive Psychological Intervention for Depression: Randomized Controlled Trial
Judith T. Moskowitz, Elizabeth L. Addington, Eva Shiu, et al.
Journal of Medical Internet Research (2021) Vol. 23, Iss. 9, pp. e25922-e25922
Open Access | Times Cited: 24

Motivating consumers for health and fitness: The role of app features
Violeta Stancu, Darius‐Aurel Frank, Liisa Lähteenmäki, et al.
Journal of Consumer Behaviour (2022) Vol. 21, Iss. 6, pp. 1506-1521
Open Access | Times Cited: 17

The Impact of a Gamified Mobile Mental Health App (eQuoo) on Resilience and Mental Health in a Student Population: Large-Scale Randomized Controlled Trial
Silja Litvin, Rob Saunders, Philip Jefferies, et al.
JMIR Mental Health (2023) Vol. 10, pp. e47285-e47285
Open Access | Times Cited: 10

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