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:

Serious Games and Gamification in the Corporate Training Environment: a Literature Review
Kristi Larson
TechTrends (2019) Vol. 64, Iss. 2, pp. 319-328
Closed Access | Times Cited: 165

Showing 1-25 of 165 citing articles:

Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education
Ana Manzano León, Pablo Camacho-Lazarraga, Miguel Ángel Gallegos Guerrero, et al.
Sustainability (2021) Vol. 13, Iss. 4, pp. 2247-2247
Open Access | Times Cited: 363

Tailored gamification: A review of literature
Ana Carolina Tomé Klock, Isabela Gasparini, Marcelo Soares Pimenta, et al.
International Journal of Human-Computer Studies (2020) Vol. 144, pp. 102495-102495
Open Access | Times Cited: 292

Tailored gamification in education: A literature review and future agenda
Wilk Oliveira, Juho Hamari, Lei Shi, et al.
Education and Information Technologies (2022) Vol. 28, Iss. 1, pp. 373-406
Open Access | Times Cited: 186

Teachers’ experiences of using game-based learning methods in project management higher education
Elina Jääskä, Kirsi Aaltonen
Project Leadership and Society (2022) Vol. 3, pp. 100041-100041
Open Access | Times Cited: 120

Innovative recruitment strategies in the IT sector: A review of successes and failures
Funmilayo Aribidesi Ajayi, Chioma Ann Udeh
Magna Scientia Advanced Research and Reviews (2024) Vol. 10, Iss. 2, pp. 150-165
Open Access | Times Cited: 35

Exploring the evolution of creative accounting and external auditors: Bibliometric analysis
Ayman Mohammad Al Shanti, Hani Abdel Hafez Al-Azab, Mohammad Humeedat, et al.
Cogent Business & Management (2024) Vol. 11, Iss. 1
Open Access | Times Cited: 32

Improving Questioning Skills and Use of Supportive Statements in Simulated Child Sexual Abuse Interviews
Shumpei Haginoya, Yanling Sun, Shota Yamamoto, et al.
Applied Cognitive Psychology (2025) Vol. 39, Iss. 1
Closed Access | Times Cited: 4

Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review
Maria Giovina Pasca, Maria Francesca Renzi, Laura Di Pietro, et al.
Journal of Service Theory and Practice (2021) Vol. 31, Iss. 5, pp. 691-737
Open Access | Times Cited: 85

Overviewing Gaming Motivation and Its Associated Psychological and Sociodemographic Variables: A PRISMA Systematic Review
Alessia Martucci, Mustafa Can Gursesli, Mirko Duradoni, et al.
Human Behavior and Emerging Technologies (2023) Vol. 2023, pp. 1-156
Open Access | Times Cited: 30

Risk Perception, Communication and Behaviour Towards Food Safety Issues
Diogo Thimóteo da Cunha
Foods (2025) Vol. 14, Iss. 2, pp. 322-322
Open Access | Times Cited: 1

Work gamification: Effects on enjoyment, productivity and the role of leadership
Cornelia Gerdenitsch, David Sellitsch, Markus Besser, et al.
Electronic Commerce Research and Applications (2020) Vol. 43, pp. 100994-100994
Closed Access | Times Cited: 54

Effective Online Engagement Strategies Through Gamification
Nirma Sadamali Jayawardena, Mitchell Ross, Sara Quach, et al.
Journal of Global Information Management (2021) Vol. 30, Iss. 5, pp. 1-25
Open Access | Times Cited: 50

Initiatives and challenges in using gamification in transportation: a systematic mapping
Wenjing Wang, Hongcheng Gan, Xinyu Wang, et al.
European Transport Research Review (2022) Vol. 14, Iss. 1
Open Access | Times Cited: 30

Internet-of-things-enabled serious games: A comprehensive survey
Shabir Ahmad, Sabina Umirzakova, Faisal Jamil, et al.
Future Generation Computer Systems (2022) Vol. 136, pp. 67-83
Open Access | Times Cited: 28

Serious Games and AI: Challenges and Opportunities for Computational Social Science
Jaime Pérez, Mario Castro, G. López
IEEE Access (2023) Vol. 11, pp. 62051-62061
Open Access | Times Cited: 22

Leveling up in corporate training: Unveiling the power of gamification to enhance knowledge retention, knowledge sharing, and job performance
Alexandru Căpăţînă, David Juárez Varón, Adrian Micu, et al.
Journal of Innovation & Knowledge (2024) Vol. 9, Iss. 3, pp. 100530-100530
Open Access | Times Cited: 7

How a company’s gamification strategy influences corporate learning: A study based on gamified MSLP (Mobile social learning platform)
Sehoon Kim
Telematics and Informatics (2020) Vol. 57, pp. 101505-101505
Closed Access | Times Cited: 43

Leveraging learning with gamification: An experimental case study with bank managers
Felipe Schneider Cechella, Gardênia da Silva Abbad, Ralf Wagner
Computers in Human Behavior Reports (2021) Vol. 3, pp. 100044-100044
Open Access | Times Cited: 34

Digital tools and challenges in human resource development and its potential within the maritime sector through bibliometric analysis
Yuthana Autsadee, Jagan Jeevan, Nurul Haqimin Mohd Salleh, et al.
Journal of International Maritime Safety Environmental Affairs and Shipping (2023) Vol. 7, Iss. 4
Open Access | Times Cited: 14

Combined Method for Evaluating Accessibility in Serious Games
Luis Salvador-Ullauri, Patricia Acosta-Vargas, Mario González, et al.
Applied Sciences (2020) Vol. 10, Iss. 18, pp. 6324-6324
Open Access | Times Cited: 33

Systematic literature review on gamified professional training among employees
Jazihan Mahat, Norlidah Alias, Farrah Dina Yusop
Interactive Learning Environments (2022) Vol. 31, Iss. 10, pp. 6747-6767
Closed Access | Times Cited: 21

A human factors-aware assistance system in manufacturing based on gamification and hardware modularisation
Jessica Ulmer, Sebastian Braun, Chi‐Tsun Cheng, et al.
International Journal of Production Research (2023) Vol. 61, Iss. 22, pp. 7760-7775
Closed Access | Times Cited: 12

Interactive Teaching in Virtual Environments: Integrating Hardware in the Loop in a Brewing Process
Jessica S. Ortiz, Richard S. Pila, Joel A. Yupangui, et al.
Applied Sciences (2024) Vol. 14, Iss. 5, pp. 2170-2170
Open Access | Times Cited: 4

The evaluation of gamification implementation for adult learners: A scale development study based on andragogical principles
Zamzami Zainuddin, Samuel Kai Wah Chu, Juliana Othman
Education and Information Technologies (2024) Vol. 29, Iss. 14, pp. 18591-18620
Open Access | Times Cited: 4

Development and Validation of the Psychological Motivations for Playing Video Games scale (PMPVGs)
Mustafa Can Gursesli, Alessia Martucci, Alan D. A. Mattiassi, et al.
Simulation & Gaming (2024) Vol. 55, Iss. 5, pp. 856-885
Closed Access | Times Cited: 4

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