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:

Why do players buy in-game content? An empirical study on concrete purchase motivations
Juho Hamari, Kati Alha, Simo Järvelä, et al.
Computers in Human Behavior (2016) Vol. 68, pp. 538-546
Open Access | Times Cited: 209

Showing 1-25 of 209 citing articles:

An adoption framework for mobile augmented reality games: The case of Pokémon Go
Philipp A. Rauschnabel, Alexander Rossmann, M. Claudia tom Dieck
Computers in Human Behavior (2017) Vol. 76, pp. 276-286
Open Access | Times Cited: 406

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

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

The examination of virtual reality at the intersection of consumer experience, shopping journey and physical retailing
Maya F. Farah, Zahy Ramadan, Dana H. Harb
Journal of Retailing and Consumer Services (2019) Vol. 48, pp. 136-143
Closed Access | Times Cited: 161

"Why pay premium in freemium services?" A study on perceived value, continued use and purchase intentions in free-to-play games
Juho Hamari, Nicolai Hanner, Jonna Koivisto
International Journal of Information Management (2019) Vol. 51, pp. 102040-102040
Open Access | Times Cited: 156

Investigating relationships between video gaming, spectating esports, and gambling
Joseph Macey, Juho Hamari
Computers in Human Behavior (2017) Vol. 80, pp. 344-353
Closed Access | Times Cited: 154

Why do people buy virtual goods: A meta-analysis
Juho Hamari, Lauri Keronen
Computers in Human Behavior (2017) Vol. 71, pp. 59-69
Open Access | Times Cited: 132

Depression, Internet Gaming Disorder, and the Moderating Effect of the Gamer-Avatar Relationship: an Exploratory Longitudinal Study
Tyrone L. Burleigh, Vasileios Stavropoulos, Lucas W. L. Liew, et al.
International Journal of Mental Health and Addiction (2017) Vol. 16, Iss. 1, pp. 102-124
Open Access | Times Cited: 124

Look to the future: Enhancing online gamer loyalty from the perspective of the theory of consumption values
Ching‐I Teng
Decision Support Systems (2018) Vol. 114, pp. 49-60
Closed Access | Times Cited: 107

A Tripartite Neurocognitive Model of Internet Gaming Disorder
Wei Lei, Shuyue Zhang, Ofir Turel, et al.
Frontiers in Psychiatry (2017) Vol. 8
Open Access | Times Cited: 105

Impact of online gamers’ personality traits on interdependence, network convergence, and continuance intention: Perspective of social exchange theory
Han-Chung Huang, T.C.E. Cheng, Wei-Fan Huang, et al.
International Journal of Information Management (2017) Vol. 38, Iss. 1, pp. 232-242
Closed Access | Times Cited: 93

Why do people play games on mobile commerce platforms? An empirical study on the influence of gamification on purchase intention
Na Yu, Yi-Ting Huang
Computers in Human Behavior (2021) Vol. 126, pp. 106991-106991
Closed Access | Times Cited: 73

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

Videogames-as-a-service: How does in-game value co-creation enhance premium gaming co-creation experience for players?
Ali Hussain, Muhammad Farrukh Abid, Amjad Shamim, et al.
Journal of Retailing and Consumer Services (2022) Vol. 70, pp. 103128-103128
Closed Access | Times Cited: 54

Digital forest recreation in the metaverse: Opportunities and challenges
Wanggi Jaung
Technological Forecasting and Social Change (2022) Vol. 185, pp. 122090-122090
Closed Access | Times Cited: 54

Moving Consumers from Free to Fee in Platform-Based Markets: An Empirical Study of Multiplayer Online Battle Arena Games
Le Wang, Paul Benjamin Lowry, Xin Luo, et al.
Information Systems Research (2022) Vol. 34, Iss. 1, pp. 275-296
Closed Access | Times Cited: 41

Finding love in online games: Social interaction, parasocial phenomenon, and in-game purchase intention of female game players
An-Di Gong, Yi-Ting Huang
Computers in Human Behavior (2023) Vol. 143, pp. 107681-107681
Closed Access | Times Cited: 29

Future behavioural of console gamers and mobile gamers: are they differ?
Syahrulanuar Ngah, Samar Rahi, Fei Long, et al.
Quality & Quantity (2024) Vol. 58, Iss. 6, pp. 5531-5557
Closed Access | Times Cited: 9

How do avatar attractiveness and customization impact online gamers’ flow and loyalty?
Gen‐Yih Liao, T.C.E. Cheng, Ching‐I Teng
Internet Research (2019) Vol. 29, Iss. 2, pp. 349-366
Closed Access | Times Cited: 75

Come for the Game, Stay for the Cash Grab: The Ethics of Loot Boxes, Microtransactions, and Freemium Games
Erica L. Neely
Games and Culture (2019) Vol. 16, Iss. 2, pp. 228-247
Closed Access | Times Cited: 71

Antecedents and consequence associated with esports gameplay
Wooyoung Jang, Kevin K. Byon
International Journal of Sports Marketing and Sponsorship (2019) Vol. 21, Iss. 1, pp. 1-22
Open Access | Times Cited: 63

Fulfilling the Basic Psychological Needs of Esports Fans: A Self-Determination Theory Approach
Tyreal Yizhou Qian, Jerred Junqi Wang, James Jianhui Zhang, et al.
Communication & Sport (2020) Vol. 10, Iss. 2, pp. 216-240
Closed Access | Times Cited: 56

Using Virtual Gifts on Live Streaming Platforms as a Sustainable Strategy to Stimulate Consumers’ Green Purchase Intention
Qiulai Su, Fei Zhou, Yenchun Jim Wu
Sustainability (2020) Vol. 12, Iss. 9, pp. 3783-3783
Open Access | Times Cited: 55

Does esports spectating influence game consumption?
Joseph Macey, Ville Tyrväinen, Henri Pirkkalainen, et al.
Behaviour and Information Technology (2020) Vol. 41, Iss. 1, pp. 181-197
Open Access | Times Cited: 55

Let's play: Me and my AI‐powered avatar as one team
Asad Hassan Butt, Hassan Ahmad, M. Awais Shakir Goraya, et al.
Psychology and Marketing (2021) Vol. 38, Iss. 6, pp. 1014-1025
Open Access | Times Cited: 55

Page 1 - Next Page

Scroll to top