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 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

Showing 1-25 of 156 citing articles:

Artificial Intelligence as a tool for analysis in Social Sciences: methods and applications
Marena Hernández Lugo
LatIA (2024) Vol. 2, pp. 11-11
Closed Access | Times Cited: 27

Understanding the adoption and willingness to pay for internet of things services
Dharun Kasilingam, Rajneesh Krishna
International Journal of Consumer Studies (2020) Vol. 46, Iss. 1, pp. 102-131
Closed Access | Times Cited: 77

Gamification for value creation and viewer engagement in gamified livestreaming services: The moderating role of gender in esports
Tyreal Yizhou Qian, Robbie Matz, Lei Luo, et al.
Journal of Business Research (2022) Vol. 145, pp. 482-494
Closed Access | Times Cited: 58

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

The effect of augmented reality in mobile applications on consumers' online impulse purchase intention: The mediating role of perceived value
Jay Trivedi, Dharun Kasilingam, Parvinder Arora, et al.
Journal of Consumer Behaviour (2022) Vol. 21, Iss. 4, pp. 896-908
Closed Access | Times Cited: 53

Gamblification: A definition
Joseph Macey, Juho Hamari
New Media & Society (2022) Vol. 26, Iss. 4, pp. 2046-2065
Open Access | Times Cited: 51

Green Marketing: Drivers in the Process of Buying Green Products—The Role of Green Satisfaction, Green Trust, Green WOM and Green Perceived Value
Jose Antonio Román-Augusto, Camila Garrido-Lecca-Vera, Manuel Luis Lodeiros-Zubiria, et al.
Sustainability (2022) Vol. 14, Iss. 17, pp. 10580-10580
Open Access | Times Cited: 41

Intention in information systems adoption and use: Current state and research directions
Anand Jeyaraj, Yogesh K. Dwivedi, Viswanath Venkatesh
International Journal of Information Management (2023) Vol. 73, pp. 102680-102680
Closed Access | Times Cited: 36

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

Caged, helpless but not bored: consumption values derived from over-the-top platforms during pandemic
Shalini Talwar, Puneet Kaur, Sushant Kumar, et al.
Information Technology and People (2023) Vol. 37, Iss. 1, pp. 422-448
Closed Access | Times Cited: 23

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

Consumer brand choice in the metaverse: Exploring personal and social factors
Aline Simonetti, José Enrique Bigné Alcañiz, Luis Fernando Rico Navas
Technological Forecasting and Social Change (2025) Vol. 213, pp. 124033-124033
Open Access | Times Cited: 1

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

Hedonic consumption experience in videogaming: A multidimensional perspective
Linda D. Hollebeek, Amir Zaib Abbasi, Carsten D. Schultz, et al.
Journal of Retailing and Consumer Services (2021) Vol. 65, pp. 102892-102892
Closed Access | Times Cited: 54

Music streaming services: understanding the drivers of customer purchase and intention to recommend
Mariana Lopes Barata, Pedro S. Coelho
Heliyon (2021) Vol. 7, Iss. 8, pp. e07783-e07783
Open Access | Times Cited: 50

Videogames-as-a-service: converting freemium- to paying-users through pop-up advertisement value
Ali Hussain, Amir Zaib Abbasi, Linda D. Hollebeek, et al.
Journal of Services Marketing (2021) Vol. 36, Iss. 3, pp. 398-415
Closed Access | Times Cited: 41

Game affordance, gamer orientation, and in‐game purchases: A hedonic–instrumental framework
Le Wang, Yongqiang Sun, Xin Luo
Information Systems Journal (2022) Vol. 32, Iss. 6, pp. 1097-1125
Closed Access | Times Cited: 37

How Dose Aesthetic Design Affect Continuance Intention in In-Vehicle Infotainment Systems? An Exploratory Study
Qianling Jiang, Liyuan Deng, Jie Zhang
International Journal of Human-Computer Interaction (2024), pp. 1-16
Closed Access | Times Cited: 8

Need frustration in online video games
Mehmet Kosa, Ahmet Uysal
Behaviour and Information Technology (2021) Vol. 41, Iss. 11, pp. 2415-2426
Open Access | Times Cited: 38

Business model innovation in video-game consoles to face the threats of mobile gaming: Evidence from the case of Sony PlayStation
Francesco Lantano, Antonio Messeni Petruzzelli, Umberto Panniello
Technological Forecasting and Social Change (2021) Vol. 174, pp. 121210-121210
Closed Access | Times Cited: 38

How does media richness foster online gamer loyalty?
Fan‐Chen Tseng, Tzu‐Ling Huang, Thi Tuan Linh Pham, et al.
International Journal of Information Management (2021) Vol. 62, pp. 102439-102439
Closed Access | Times Cited: 35

Exploring Players’ in-Game Purchase Intention in Freemium Open-World Games: The Role of Cognitive Absorption and Motivational Affordances
Yuxiang Zhao, Dawei Wu, Shijie Song, et al.
International Journal of Human-Computer Interaction (2022) Vol. 40, Iss. 3, pp. 744-760
Closed Access | Times Cited: 24

I will buy virtual goods if I like them: a hybrid PLS-SEM-artificial neural network (ANN) analytical approach
Nadjim Mkedder, F. Zeynep Özata
Journal of Marketing Analytics (2023) Vol. 12, Iss. 1, pp. 42-70
Closed Access | Times Cited: 16

Creatability, achievability, and immersibility: New game design elements that increase online game usage
Ching‐I Teng, Tzu-Ling Huang, Guanling Huang, et al.
International Journal of Information Management (2023) Vol. 75, pp. 102732-102732
Open Access | Times Cited: 15

Paying while playing: examining the influence of interaction with gamified elements in fantasy sports on in-app spending
Keshav Gupta, Yiran Su, Thilo Kunkel, et al.
European Sport Management Quarterly (2024), pp. 1-22
Open Access | Times Cited: 5

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