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:

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

Showing 1-25 of 300 citing articles:

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

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

Social motivations of live-streaming viewer engagement on Twitch
Zorah Hilvert-Bruce, James T. Neill, Max Sjöblom, et al.
Computers in Human Behavior (2018) Vol. 84, pp. 58-67
Open Access | Times Cited: 682

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: 496

The effect of characteristics of source credibility on consumer behaviour: A meta-analysis
Elvira Ismagilova, Emma Slade, Nripendra P. Rana, et al.
Journal of Retailing and Consumer Services (2019) Vol. 53, pp. 101736-101736
Open Access | Times Cited: 381

Does gamification affect brand engagement and equity? A study in online brand communities
Nannan Xi, Juho Hamari
Journal of Business Research (2020) Vol. 109, pp. 449-460
Open Access | Times Cited: 303

A meta-analysis of antecedents and consequences of trust in mobile commerce
Subhro Sarkar, Sumedha Chauhan, Arpita Khare
International Journal of Information Management (2019) Vol. 50, pp. 286-301
Closed Access | Times Cited: 299

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: 232

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: 198

Content structure is king: An empirical study on gratifications, game genres and content type on Twitch
Max Sjöblom, Maria Törhönen, Juho Hamari, et al.
Computers in Human Behavior (2017) Vol. 73, pp. 161-171
Open Access | Times Cited: 196

The Association Between Video Gaming and Psychological Functioning
Juliane M. von der Heiden, Beate Braun, Kai W. Müller, et al.
Frontiers in Psychology (2019) Vol. 10
Open Access | Times Cited: 181

How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking
Lobna Hassan, António Carlos Gomes Dias, Juho Hamari
International Journal of Information Management (2018) Vol. 46, pp. 151-162
Open Access | Times Cited: 175

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

"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

Perceived anthropomorphism and purchase intention using artificial intelligence technology: examining the moderated effect of trust
Gunjan Malhotra, Mahesh Ramalingam
Journal of Enterprise Information Management (2023)
Closed Access | Times Cited: 48

How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game
Benedikt Morschheuser, Marc Riar, Juho Hamari, et al.
Computers in Human Behavior (2017) Vol. 77, pp. 169-183
Open Access | Times Cited: 159

Maladaptive player-game relationships in problematic gaming and gaming disorder: A systematic review
Daniel L. King, Paul Delfabbro, José C. Perales, et al.
Clinical Psychology Review (2019) Vol. 73, pp. 101777-101777
Closed Access | Times Cited: 134

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

The effects of gamified customer benefits and characteristics on behavioral engagement and purchase: Evidence from mobile exercise application uses
Seongsoo Jang, Philip Kitchen, Jinwon Kim
Journal of Business Research (2018) Vol. 92, pp. 250-259
Open Access | Times Cited: 132

A meta-analysis of the quantitative studies in continuance intention to use an information system
Frank Bivar Franque, Tiago Oliveira, Carlos Tam, et al.
Internet Research (2020) Vol. 31, Iss. 1, pp. 123-158
Open Access | Times Cited: 130

Psychopathological Symptoms and Gaming Motives in Disordered Gaming—A Psychometric Comparison between the WHO and APA Diagnostic Frameworks
Christian Montag, Bruno Schivinski, Rayna Sariyska, et al.
Journal of Clinical Medicine (2019) Vol. 8, Iss. 10, pp. 1691-1691
Open Access | Times Cited: 125

Impact of avatar identification on online gamer loyalty: Perspectives of social identity and social capital theories
Ching‐I Teng
International Journal of Information Management (2017) Vol. 37, Iss. 6, pp. 601-610
Closed Access | Times Cited: 121

Gamification, quantified-self or social networking? Matching users’ goals with motivational technology
Juho Hamari, Lobna Hassan, António Carlos Gomes Dias
User Modeling and User-Adapted Interaction (2018) Vol. 28, Iss. 1, pp. 35-74
Closed Access | Times Cited: 115

An approach for planning and deploying gamification concepts with social networks within educational contexts
Armando M. Toda, Ricardo Melo Casseb do Carmo, Alan Pedro Silva, et al.
International Journal of Information Management (2018) Vol. 46, pp. 294-303
Closed Access | Times Cited: 113

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

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