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:

Exploring the connection between playing video games and watching video game streaming: Relationships with potential problematic uses
L. Javier Cabeza‐Ramírez, Sandra María Sánchez Cañizares, Fernando J. Fuentes García, et al.
Computers in Human Behavior (2021) Vol. 128, pp. 107130-107130
Open Access | Times Cited: 31

Showing 1-25 of 31 citing articles:

Definitions of Esports: A Systematic Review and Thematic Analysis
Jessica Formosa, Nicholas O’Donnell, Ella Horton, et al.
Proceedings of the ACM on Human-Computer Interaction (2022) Vol. 6, Iss. CHI PLAY, pp. 1-45
Closed Access | Times Cited: 32

When and how to introduce live streaming for video game? Consumers’ trade-off between buying and watching
Le Qiao, Wansheng Tang, Guang‐wei Hao, et al.
Omega (2025), pp. 103306-103306
Closed Access

Cooperate to play: How in-game cooperation knowledge impacts online gamer loyalty
Thi Tuan Linh Pham, Tzu-Ling Huang, Gen‐Yih Liao, et al.
Computers in Human Behavior (2023) Vol. 143, pp. 107686-107686
Closed Access | Times Cited: 9

Why people watch user-generated videos? A systematic review and meta-analysis
Tin Trung Nguyen, Ekant Veer
International Journal of Human-Computer Studies (2023) Vol. 181, pp. 103144-103144
Open Access | Times Cited: 9

Internet Use Behavior and Adolescent Mental Health: The Mediating Effects of Self-Education Expectations and Parental Support
Weiquan Du, Zhaoyuan Fan, D Li, et al.
Psychology Research and Behavior Management (2024) Vol. Volume 17, pp. 1163-1176
Open Access | Times Cited: 2

Problematic video-streaming: a short review
Maryam Rahat, Juliette Mojgani, Grace Lethbridge, et al.
Current Opinion in Behavioral Sciences (2022) Vol. 48, pp. 101232-101232
Closed Access | Times Cited: 9

Analysis of the coexistence of gaming and viewing activities in Twitch users and their relationship with pathological gaming: a multilayer perceptron approach
L. Javier Cabeza‐Ramírez, Francisco José Rey Carmona, Ma del Carmen Cano-Vicente, et al.
Scientific Reports (2022) Vol. 12, Iss. 1
Open Access | Times Cited: 8

Does aggressive commentary by streamers during violent video game affect state aggression in adolescents?
David Lacko, Eliška Dufková, Hana Macháčková
New Media & Society (2023)
Open Access | Times Cited: 4

Videojuegos y empatía. Del contenido violento a la actitud empática
Patricio Orozco Marín, Carmita Esperanza Villavicencio Aguilar, Wilson Javier Rojas Preciado
psicogente (2024)
Open Access | Times Cited: 1

Devoted or addicted? Modeling gaming addiction in eSports
Mirella Yani‐de‐Soriano, Thiago Rafael Ferreira Marques, Tânia Modesto Veludo‐de‐Oliveira, et al.
Computers in Human Behavior (2024) Vol. 162, pp. 108470-108470
Closed Access | Times Cited: 1

Habitual Videogame Playing Does Not Compromise Subjective Sleep Quality and Is Associated with Improved Daytime Functioning
Oreste De Rosa, Francesca Conte, Paolo D’Onofrio, et al.
Brain Sciences (2023) Vol. 13, Iss. 2, pp. 279-279
Open Access | Times Cited: 3

Personal Marketing Strategies of Online Game Streamers
Xavier Lawrence D. Mendoza, Jerico B. Tadeo, Monica Dela Cruz, et al.
International Journal of Computing Sciences Research (2023) Vol. 7, pp. 1790-1815
Open Access | Times Cited: 3

Motivations for game stream spectatorship: A content analysis of Danmaku on Bilibili
Pan Xin
Global Media and China (2023) Vol. 8, Iss. 2, pp. 190-212
Open Access | Times Cited: 2

The Prosperous Short Video Environment: Hidden Threats to Young People's Mental Health
Qianxin Li
Lecture Notes in Education Psychology and Public Media (2024) Vol. 39, Iss. 1, pp. 148-153
Open Access

The Landscape of Sexual Harm in the Video Game, Streaming, and Esports Community
Oliver J. Merry, Kate C. Whitfield
Journal of Interpersonal Violence (2024)
Open Access

Problematic social media use and vaping among Mexican-American college students
Bara S. Bataineh, Emily T. Hébert, Alexandra Loukas, et al.
Digital Health (2024) Vol. 10
Open Access

Impact of Gamification Elements on Live Streaming E-Commerce (Live Commerce)
Fayola Fayola, Vanessa Graciela, V. Chandra, et al.
Procedia Computer Science (2024) Vol. 245, pp. 1065-1074
Open Access

Nature of Users’ Persuasion and Exploration in Interactive Storytelling Video Games in the Netflix Games Library
Utkarsh Dwivedi, Madhvendra Misra
International Journal of Human-Computer Interaction (2024), pp. 1-10
Closed Access

“They’re a Girl So Don’t Expect Too Much”: The Marginalisation of Women in Esports Videogames
Aleum Lee, Georgina A. Lee
Diversity and inclusion research (2024), pp. 1-16
Closed Access

Rethinking Indonesian Anti-Money Laundering Laws in the Age of Online Gaming Economies
Shelvi Rusdiana, Tantimin Tantimin, Winda Fitri
Nurani Jurnal Kajian Syari ah dan Masyarakat (2024) Vol. 24, Iss. 2, pp. 360-374
Open Access

Spectator LF Streamer: Facilitating Better Stream Discovery through Spectator Motivations and Stream Affordances
Laura Herrewijn, Sven Charleer
(2023) Vol. 27, pp. 135-142
Closed Access | Times Cited: 1

Content, Consumption, and Productivity: An Empirical Analysis of Compact Streaming and Reel Content's Effects on the Productivity of Today's Emerging Generation
Ananya Subhra Trisha, Ishmam Bin Rofi, Mashiyat Mahjabin Eshita, et al.
(2023), pp. 181-186
Closed Access | Times Cited: 1

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