OpenAlex Citation Counts

OpenAlex Citations Logo

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:

Falling in love with online games: The uses and gratifications perspective
Jen‐Her Wu, Shu-Ching Wang, Ho-Huang Tsai
Computers in Human Behavior (2010) Vol. 26, Iss. 6, pp. 1862-1871
Closed Access | Times Cited: 389

Showing 1-25 of 389 citing articles:

Instagram: Motives for its use and relationship to narcissism and contextual age
Pavica Sheldon, Katherine Bryant
Computers in Human Behavior (2016) Vol. 58, pp. 89-97
Closed Access | Times Cited: 947

What is eSports and why do people watch it?
Juho Hamari, Max Sjöblom
Internet Research (2017) Vol. 27, Iss. 2, pp. 211-232
Open Access | Times Cited: 798

Tweet this: A uses and gratifications perspective on how active Twitter use gratifies a need to connect with others
Gina Masullo Chen
Computers in Human Behavior (2010) Vol. 27, Iss. 2, pp. 755-762
Closed Access | Times Cited: 730

Engagement in digital entertainment games: A systematic review
Elizabeth Boyle, Thomas Connolly, Thomas Hainey, et al.
Computers in Human Behavior (2011) Vol. 28, Iss. 3, pp. 771-780
Closed Access | Times Cited: 574

Hey Alexa … examine the variables influencing the use of artificial intelligent in-home voice assistants
Graeme McLean, Kofi Osei-Frimpong
Computers in Human Behavior (2019) Vol. 99, pp. 28-37
Open Access | Times Cited: 567

Why do people watch others play video games? An empirical study on the motivations of Twitch users
Max Sjöblom, Juho Hamari
Computers in Human Behavior (2016) Vol. 75, pp. 985-996
Closed Access | Times Cited: 531

Antecedents and consequences of problematic smartphone use: A systematic literature review of an emerging research area
Peter André Busch, Stephen McCarthy
Computers in Human Behavior (2020) Vol. 114, pp. 106414-106414
Open Access | Times Cited: 432

Love me Tinder: Untangling emerging adults’ motivations for using the dating application Tinder
Sindy R. Sumter, Laura Vandenbosch, Loes Ligtenberg
Telematics and Informatics (2016) Vol. 34, Iss. 1, pp. 67-78
Open Access | Times Cited: 422

Watch, Share or Create: The Influence of Personality Traits and User Motivation on TikTok Mobile Video Usage
Bahiyah Omar, Dequan Wang
International Journal of Interactive Mobile Technologies (iJIM) (2020) Vol. 14, Iss. 04, pp. 121-121
Open Access | Times Cited: 374

Why do people play games? A meta-analysis
Juho Hamari, Lauri Keronen
International Journal of Information Management (2017) Vol. 37, Iss. 3, pp. 125-141
Open Access | Times Cited: 300

Modeling hedonic is continuance through the uses and gratifications theory: An empirical study in online games
Hongxiu Li, Liu Yong, Xiaoyu Xu, et al.
Computers in Human Behavior (2015) Vol. 48, pp. 261-272
Closed Access | Times Cited: 288

Alexa, she's not human but… Unveiling the drivers of consumers' trust in voice‐based artificial intelligence
Valentina Pitardi, Hannah R. Marriott
Psychology and Marketing (2021) Vol. 38, Iss. 4, pp. 626-642
Open Access | Times Cited: 287

Applying uses and gratifications theory and social influence processes to understand students' pervasive adoption of social networking sites: Perspectives from the Americas
Princely Ifinedo
International Journal of Information Management (2015) Vol. 36, Iss. 2, pp. 192-206
Closed Access | Times Cited: 249

Why do people play mobile social games? An examination of network externalities and of uses and gratifications
Pei-Shan Wei, Hsi‐Peng Lu
Internet Research (2014) Vol. 24, Iss. 3, pp. 313-331
Closed Access | Times Cited: 248

Virtually enhancing the real world with holograms: An exploration of expected gratifications of using augmented reality smart glasses
Philipp A. Rauschnabel
Psychology and Marketing (2018) Vol. 35, Iss. 8, pp. 557-572
Open Access | Times Cited: 215

Perceived irritation in online shopping: The impact of website design characteristics
Bassam Hasan
Computers in Human Behavior (2015) Vol. 54, pp. 224-230
Closed Access | Times Cited: 192

Motives for Instagram Use and Topics of Interest among Young Adults
Yi-Ting Huang, Sheng‐Fang Su
Future Internet (2018) Vol. 10, Iss. 8, pp. 77-77
Open Access | Times Cited: 185

Trust me, if you can: a study on the factors that influence consumers’ purchase intention triggered by chatbots based on brain image evidence and self-reported assessments
Chiahui Yen, Ming‐Chang Chiang
Behaviour and Information Technology (2020) Vol. 40, Iss. 11, pp. 1177-1194
Closed Access | Times Cited: 183

Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games?
Juho Hamari, Aqdas Malik, Johannes Koski, et al.
International Journal of Human-Computer Interaction (2018) Vol. 35, Iss. 9, pp. 804-819
Closed Access | Times Cited: 172

Young adults’ motivations for following social influencers and their relationship to identification and buying behavior
Emmelyn Croes, Jos Bartels
Computers in Human Behavior (2021) Vol. 124, pp. 106910-106910
Open Access | Times Cited: 135

Developing a Sustainable Environment Based on Augmented Reality to Educate Adolescents about the Dangers of Electronic Gaming Addiction
Ali Hassan Najmi, Waleed Salim Alhalafawy, Marwa Zaki
Sustainability (2023) Vol. 15, Iss. 4, pp. 3185-3185
Open Access | Times Cited: 51

Immersion in Computer Games: The Role of Spatial Presence and Flow
David Weibel, Bartholomäus Wissmath
International Journal of Computer Games Technology (2011) Vol. 2011, pp. 1-14
Open Access | Times Cited: 222

Game Factors and Game-Based Learning Design Model
Yen‐Ru Shi, Ju-Ling Shih
International Journal of Computer Games Technology (2015) Vol. 2015, pp. 1-11
Open Access | Times Cited: 164

Antecedents of an experienced sense of virtual community
Lisbeth Tonteri, Miia Kosonen, Hanna‐Kaisa Ellonen, et al.
Computers in Human Behavior (2011) Vol. 27, Iss. 6, pp. 2215-2223
Closed Access | Times Cited: 148

Page 1 - Next Page

Scroll to top