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:

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

Showing 1-25 of 175 citing articles:

Enhancing user engagement: The role of gamification in mobile apps
Paula Bitrián, Isabel Buil, Sara Catalán
Journal of Business Research (2021) Vol. 132, pp. 170-185
Open Access | Times Cited: 262

Gamification and online impulse buying: The moderating effect of gender and age
Lin Zhang, Zhen Shao, Xiaotong Li, et al.
International Journal of Information Management (2020) Vol. 61, pp. 102267-102267
Closed Access | Times Cited: 150

The impact of gamification adoption intention on brand awareness and loyalty in tourism: The mediating effect of customer engagement
Mohamed Abou‐Shouk, Mohammad Soliman
Journal of Destination Marketing & Management (2021) Vol. 20, pp. 100559-100559
Closed Access | Times Cited: 149

‘Go with the flow’ for gamification and sustainability marketing
Lucas Whittaker, Rory Mulcahy, Rebekah Russell‐Bennett
International Journal of Information Management (2021) Vol. 61, pp. 102305-102305
Open Access | Times Cited: 111

How short-form video features influence addiction behavior? Empirical research from the opponent process theory perspective
Xiaoxu Tian, Xinhua Bi, Hao Chen
Information Technology and People (2022) Vol. 36, Iss. 1, pp. 387-408
Closed Access | Times Cited: 74

How to improve user engagement and retention in mobile payment: A gamification affordance perspective
Lin Zhang, Zhen Shao, Jose Benitez, et al.
Decision Support Systems (2023) Vol. 168, pp. 113941-113941
Open Access | Times Cited: 53

Gameful civic engagement: A review of the literature on gamification of e-participation
Lobna Hassan, Juho Hamari
Government Information Quarterly (2020) Vol. 37, Iss. 3, pp. 101461-101461
Open Access | Times Cited: 117

Game on! How gamified loyalty programs boost customer engagement value
Linda D. Hollebeek, Kallol Das, Yupal Shukla
International Journal of Information Management (2021) Vol. 61, pp. 102308-102308
Closed Access | Times Cited: 74

The Impact of Gamification-Induced Users' Feelings on the Continued Use of mHealth Apps: A Structural Equation Model With the Self-Determination Theory Approach
Tong Wang, Lingye Fan, Xu Zheng, et al.
Journal of Medical Internet Research (2021) Vol. 23, Iss. 8, pp. e24546-e24546
Open Access | Times Cited: 69

Gamification of cooperation: A framework, literature review and future research agenda
Marc Riar, Benedikt Morschheuser, Rüdiger Zarnekow, et al.
International Journal of Information Management (2022) Vol. 67, pp. 102549-102549
Closed Access | Times Cited: 59

Evaluation of continued use on Kahoot! as a gamification-based learning platform from the perspective of Indonesia students
Yekti Wirani, Tifanny Nabarian, Muh Syaiful Romadhon
Procedia Computer Science (2022) Vol. 197, pp. 545-556
Open Access | Times Cited: 56

How Has Gamification Within Digital Platforms Affected Self-Regulated Learning Skills During the COVID-19 Pandemic? Mixed-Methods Research
Waleed Salim Alhalafawy, Marwa Zaki
International Journal of Emerging Technologies in Learning (iJET) (2022) Vol. 17, Iss. 06, pp. 123-151
Open Access | Times Cited: 52

Gamification of virtual reality assembly training: Effects of a combined point and level system on motivation and training results
Jessica Ulmer, Sebastian Braun, Chi‐Tsun Cheng, et al.
International Journal of Human-Computer Studies (2022) Vol. 165, pp. 102854-102854
Closed Access | Times Cited: 39

Challenges in the adoption of sustainability information systems: A study on green IS in organizations
Jeanine Kirchner-Krath, Benedikt Morschheuser, Nevena Sicevic, et al.
International Journal of Information Management (2024) Vol. 77, pp. 102754-102754
Open Access | Times Cited: 12

Gamification in the Metaverse: Affordance, perceived value, flow state, and engagement
Seong Soo, Choo Yeon Kim, Tang Ying
International Journal of Tourism Research (2024) Vol. 26, Iss. 2
Closed Access | Times Cited: 11

E-Textiles for Healthy Ageing
Kai Yang, Beckie Isaia, Laura Brown, et al.
Sensors (2019) Vol. 19, Iss. 20, pp. 4463-4463
Open Access | Times Cited: 70

How online gamers’ participation fosters their team commitment: Perspective of social identity theory
Gen‐Yih Liao, Thi Tuan Linh Pham, T.C.E. Cheng, et al.
International Journal of Information Management (2020) Vol. 52, pp. 102095-102095
Closed Access | Times Cited: 62

Social gamification affordances in the green IT services: perspectives from recognition and social overload
Jialiang Huang, Liyun Zhou
Internet Research (2020) Vol. 31, Iss. 2, pp. 737-761
Closed Access | Times Cited: 58

Link between social distancing, cognitive dissonance, and social networking site usage intensity: a country-level study during the COVID-19 outbreak
Tanusree Chakraborty, Anup Kumar, Parijat Upadhyay, et al.
Internet Research (2021) Vol. 31, Iss. 2, pp. 419-456
Open Access | Times Cited: 53

Continued use of wearable fitness technology: A value co-creation perspective
Nila Armelia Windasari, Fu‐ren Lin, Yi-Chin Kato-Lin
International Journal of Information Management (2020) Vol. 57, pp. 102292-102292
Closed Access | Times Cited: 52

Articulate Storyline 3 multimedia based on gamification to improve critical thinking skills and self-regulated learning
Leny Heliawati, Linda Lidiawati, Indarini Dwi Pursitasari
International Journal of Evaluation and Research in Education (IJERE) (2022) Vol. 11, Iss. 3, pp. 1435-1435
Open Access | Times Cited: 35

What makes metaverse users immersed in the flow state in an emerging market? An application of affordance theory and ISSM
Taewoo Roh, Shufeng Xiao, Byung Il Park
Journal of Retailing and Consumer Services (2024) Vol. 81, pp. 104012-104012
Closed Access | Times Cited: 7

Motivation crowding effects on the intention for continued use of gamified fitness apps: a mixed-methods approach
Jialiang Huang, Chen Jiang, Liyun Zhou
Frontiers in Psychology (2024) Vol. 14
Open Access | Times Cited: 6

Impacts of real-world need satisfaction on online gamer loyalty: Perspective of self-affirmation theory
Gen‐Yih Liao, Thi Tuan Linh Pham, T.C.E. Cheng, et al.
Computers in Human Behavior (2019) Vol. 103, pp. 91-100
Closed Access | Times Cited: 50

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