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:

Predatory Monetisation? A Categorisation of Unfair, Misleading and Aggressive Monetisation Techniques in Digital Games from the Player Perspective
Elena Petrovskaya, David Zendle
Journal of Business Ethics (2021) Vol. 181, Iss. 4, pp. 1065-1081
Open Access | Times Cited: 57

Showing 1-25 of 57 citing articles:

Regulating Gambling-Like Video Game Loot Boxes: a Public Health Framework Comparing Industry Self-Regulation, Existing National Legal Approaches, and Other Potential Approaches
Leon Y. Xiao, Laura L. Henderson, Rune Kristian Lundedal Nielsen, et al.
Current Addiction Reports (2022) Vol. 9, Iss. 3, pp. 163-178
Open Access | Times Cited: 45

Understanding the mechanics and consumer risks associated with play-to-earn (P2E) gaming
Paul Delfabbro, Amelia Delic, Daniel L. King
Journal of Behavioral Addictions (2022) Vol. 11, Iss. 3, pp. 716-726
Open Access | Times Cited: 33

The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis
David Zendle, Catherine Flick, Sebastian Deterding, et al.
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-28
Open Access | Times Cited: 22

Unravelling the complexity of the Video Game Industry: An integrative framework and future research directions
Edward Goh, Omar Al‐Tabbaa, Zaheer Khan
Telematics and Informatics Reports (2023) Vol. 12, pp. 100100-100100
Open Access | Times Cited: 20

Videogame player experiences with micro-transactions: An interpretative phenomenological analysis
Erin Gibson, Mark D. Griffiths, Filipa Calado, et al.
Computers in Human Behavior (2023) Vol. 145, pp. 107766-107766
Open Access | Times Cited: 19

Detecting Cybercrime in Online Video Gaming
James Higgs, Stephen Flowerday
(2025)
Closed Access

"They're Scamming Me": How Children Experience and Conceptualize Harm in Game Monetization
Taylor Hardwick, Marcus Carter, Stephanie Harkin, et al.
(2025)
Closed Access

"They're Scamming Me": How Children Experience and Conceptualize Harm in Game Monetization
Taylor Hardwick, Marcus Carter, Stephanie Harkin, et al.
(2025), pp. 1-14
Closed Access

Opening Pandora’s Loot Box: Weak Links Between Gambling and Loot Box Expenditure in China, and Player Opinions on Probability Disclosures and Pity-Timers
Leon Y. Xiao, Tullia C. Fraser, Philip Newall
Journal of Gambling Studies (2022) Vol. 39, Iss. 2, pp. 645-668
Open Access | Times Cited: 18

Investigating Players’ Perceptions of Deceptive Design Practices within a 3D Gameplay Context
John King, Dan Fitton, Brendan Cassidy
Proceedings of the ACM on Human-Computer Interaction (2023) Vol. 7, Iss. CHI PLAY, pp. 876-892
Open Access | Times Cited: 10

Why premium in freemium: a hedonic shopping motivation model in virtual game retailing
Ali Hussain, Ding Hooi Ting, Ben Marder
Information Technology and People (2024)
Closed Access | Times Cited: 3

Virtual Currencies in Online Gaming Increase the Willingness to Pay for Loot Boxes: An Experimental Analysis
Niccolò Toccafondi, Roberto Di Paolo, Sibilla Di Guida
(2025)
Closed Access

How Players Make Use of Cosmetic Items in Video Games: A Persona Approach
Bernadett Köles, Péter Nagy, Gauthier Vollet
Journal of Consumer Behaviour (2025)
Closed Access

Three Decades of Consumer Protection Literature: Systematic Review and Future Research Agenda
Archana Goel, Utkal Khandelwal, Jayalakshmy Ramachandran
Journal of Creative Communications (2025)
Closed Access

Detecting Cybercrime in Online Video Gaming
James Higgs, Stephen Flowerday
Computers & Security (2025), pp. 104528-104528
Closed Access

Loot Boxes: Gambling-Like Mechanics in Video Games
Leon Y. Xiao, Laura L. Henderson, Rune Kristian Lundedal Nielsen, et al.
Encyclopedia of Computer Graphics and Games (2021), pp. 1-7
Open Access | Times Cited: 19

A conceptual framework for understanding and identifying gamblified experiences
Joseph Macey, Juho Hamari, Martin Adam
Computers in Human Behavior (2023) Vol. 152, pp. 108087-108087
Open Access | Times Cited: 7

Conceptualizations of user autonomy within the normative evaluation of dark patterns
Sanju Ahuja, Jyoti Kumar
Ethics and Information Technology (2022) Vol. 24, Iss. 4
Closed Access | Times Cited: 12

Investigating the Impact of Monetization on Children’s Experience With Mobile Games
Dan Fitton, I. Scott MacKenzie, Janet C. Read
(2024), pp. 248-258
Closed Access | Times Cited: 2

The associations between autistic characteristics and microtransaction spending
Tegan Charnock, Aaron Drummond, Lauren C. Hall, et al.
Scientific Reports (2024) Vol. 14, Iss. 1
Open Access | Times Cited: 2

Problematic monetization in mobile games in the context of the human right to economic self-determination
D. Bank
Computers in Human Behavior (2023) Vol. 149, pp. 107958-107958
Closed Access | Times Cited: 5

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