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:

Towards understanding the effects of individual gamification elements on intrinsic motivation and performance
Elisa D. Mekler, Florian Brühlmann, Alexandre N. Tuch, et al.
Computers in Human Behavior (2015) Vol. 71, pp. 525-534
Closed Access | Times Cited: 784

Showing 1-25 of 784 citing articles:

How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction
Michael Sailer, Jan Ulrich Hense, Sarah Katharina Mayr, et al.
Computers in Human Behavior (2016) Vol. 69, pp. 371-380
Open Access | Times Cited: 1564

The rise of motivational information systems: A review of gamification research
Jonna Koivisto, Juho Hamari
International Journal of Information Management (2018) Vol. 45, pp. 191-210
Open Access | Times Cited: 1267

Gamifying education: what is known, what is believed and what remains uncertain: a critical review
Christo Dichev, Darina Dicheva
International Journal of Educational Technology in Higher Education (2017) Vol. 14, Iss. 1
Open Access | Times Cited: 1040

The Gamification of Learning: a Meta-analysis
Michael Sailer, Lisa Homner
Educational Psychology Review (2019) Vol. 32, Iss. 1, pp. 77-112
Open Access | Times Cited: 838

The impact of gamification on learning and instruction: A systematic review of empirical evidence
Zamzami Zainuddin, Samuel Kai Wah Chu, Muhammad Shujahat, et al.
Educational Research Review (2020) Vol. 30, pp. 100326-100326
Closed Access | Times Cited: 640

Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning
Jeanine Krath, Linda Schürmann, Harald F. O. von Korflesch
Computers in Human Behavior (2021) Vol. 125, pp. 106963-106963
Open Access | Times Cited: 565

Does gamification satisfy needs? A study on the relationship between gamification features and intrinsic need satisfaction
Nannan Xi, Juho Hamari
International Journal of Information Management (2019) Vol. 46, pp. 210-221
Closed Access | Times Cited: 498

The maturing of gamification research
Lennart E. Nacke, Sebastian Deterding
Computers in Human Behavior (2017) Vol. 71, pp. 450-454
Open Access | Times Cited: 434

Gamification of health professions education: a systematic review
A E J Van Gaalen, Jasperina Brouwer, Johanna Schönrock-Adema, et al.
Advances in Health Sciences Education (2020) Vol. 26, Iss. 2, pp. 683-711
Open Access | Times Cited: 410

Gamification Applications in E-learning: A Literature Review
Awaz Naaman Saleem, Narmin Mohammed NOORI, Fezile Özdamlı
Technology Knowledge and Learning (2021) Vol. 27, Iss. 1, pp. 139-159
Closed Access | Times Cited: 331

Investigating the effects of gamification-enhanced flipped learning on undergraduate students’ behavioral and cognitive engagement
Biyun Huang, Khe Foon Hew, Chung Kwan Lo
Interactive Learning Environments (2018) Vol. 27, Iss. 8, pp. 1106-1126
Closed Access | Times Cited: 327

The impact of gamification on students’ learning, engagement and behavior based on their personality traits
Rodrigo Smiderle, Sandro José Rigo, Leonardo Brandão Marques, et al.
Smart Learning Environments (2020) Vol. 7, Iss. 1
Open Access | Times Cited: 319

Gamification Science, Its History and Future: Definitions and a Research Agenda
Richard N. Landers, Elena M. Auer, Andrew B. Collmus, et al.
Simulation & Gaming (2018) Vol. 49, Iss. 3, pp. 315-337
Closed Access | Times Cited: 309

Gamification in the classroom: Examining the impact of gamified quizzes on student learning
Diana R. Sanchez, Markus Langer, Rupinder Kaur
Computers & Education (2019) Vol. 144, pp. 103666-103666
Closed Access | Times Cited: 262

Gamification and the impact of extrinsic motivation on needs satisfaction: Making work fun?
Robert Mitchell, Lisa Schuster, Hyun Seung Jin
Journal of Business Research (2018) Vol. 106, pp. 323-330
Open Access | Times Cited: 248

Students' learning performance and perceived motivation in gamified flipped-class instruction
Zamzami Zainuddin
Computers & Education (2018) Vol. 126, pp. 75-88
Closed Access | Times Cited: 245

Need-supporting gamification in education: An assessment of motivational effects over time
Rob van Roy, Bieke Zaman
Computers & Education (2018) Vol. 127, pp. 283-297
Closed Access | Times Cited: 240

Can gamification help to improve education? Findings from a longitudinal study
Lisa-Maria Putz, Florian Hofbauer, Horst Treiblmaier
Computers in Human Behavior (2020) Vol. 110, pp. 106392-106392
Closed Access | Times Cited: 235

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: 222

Implementing a theory-driven gamification model in higher education flipped courses: Effects on out-of-class activity completion and quality of artifacts
Biyun Huang, Khe Foon Hew
Computers & Education (2018) Vol. 125, pp. 254-272
Closed Access | Times Cited: 212

Adaptive gamification in e-learning based on students’ learning styles
Muhammad Awais, Ume Habiba, Fiaz Majeed, et al.
Interactive Learning Environments (2019) Vol. 29, Iss. 4, pp. 545-565
Closed Access | Times Cited: 212

The impact of gamification in educational settings on student learning outcomes: a meta-analysis
Rui Huang, Albert D. Ritzhaupt, Max Sommer, et al.
Educational Technology Research and Development (2020) Vol. 68, Iss. 4, pp. 1875-1901
Closed Access | Times Cited: 204

“Achievement unlocked!” - The impact of digital achievements as a gamification element on motivation and performance
Christopher Groening, Carmen Binnewies
Computers in Human Behavior (2019) Vol. 97, pp. 151-166
Closed Access | Times Cited: 202

Gamification and serious games: A literature meta-analysis and integrative model
Gonçalo Baptista, Tiago Oliveira
Computers in Human Behavior (2018) Vol. 92, pp. 306-315
Open Access | Times Cited: 200

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