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:

Violent and non-violent virtual reality video games: Influences on affect, aggressive cognition, and aggressive behavior. Two pre-registered experiments
Aaron Drummond, James D. Sauer, Christopher J. Ferguson, et al.
Journal of Experimental Social Psychology (2021) Vol. 95, pp. 104119-104119
Open Access | Times Cited: 29

Showing 1-25 of 29 citing articles:

Identity, crimes, and law enforcement in the Metaverse
Hua Xuan Qin, Yuyang Wang, Pan Hui
Humanities and Social Sciences Communications (2025) Vol. 12, Iss. 1
Open Access | Times Cited: 1

Virtual reality induces symptoms of depersonalization and derealization: A longitudinal randomised control trial
Carina Peckmann, Kyra Kannen, Max C. Pensel, et al.
Computers in Human Behavior (2022) Vol. 131, pp. 107233-107233
Open Access | Times Cited: 31

You're driving me crazy! How emotions elicited by negative driver behaviors impact customer outcomes in last mile delivery
Nicolò Masorgo, Saif Mir, Adriana Rossiter Hofer
Journal of Business Logistics (2023) Vol. 44, Iss. 4, pp. 666-692
Open Access | Times Cited: 20

Barriers to Converting Applied Social Psychology to Bettering the Human Condition
David Trafimow, Magda Osman
Basic and Applied Social Psychology (2022) Vol. 44, Iss. 1, pp. 1-11
Open Access | Times Cited: 23

Emergence of the Metaverse and Psychiatric Concerns in Children and Adolescents
So Yeon Kim, Eun Joo Kim
Journal of korean Academy of Child and Adolescent Psychiatry (2023) Vol. 34, Iss. 4, pp. 215-221
Open Access | Times Cited: 15

The effect of justified video game violence on aggressive behavior and moderated immersion: An experimental approach
Shuai Chen, Bo Mao, Yanling Liu
Aggressive Behavior (2022) Vol. 49, Iss. 1, pp. 68-75
Closed Access | Times Cited: 9

Video Game Feedback Learning and Aggressive or Prosocial Effects
Boyu Qiu, Wei Zhang
Social Science Computer Review (2024)
Closed Access | Times Cited: 1

No effect of short term exposure to gambling like reward systems on post game risk taking
Nicholas J. D’Amico, Aaron Drummond, Kristy de Salas, et al.
Scientific Reports (2022) Vol. 12, Iss. 1
Open Access | Times Cited: 7

Decoding Fear: Exploring User Experiences in Virtual Reality Horror Games
H. Zhang, Xinyang Li, Christine Qiu, et al.
(2023)
Open Access | Times Cited: 3

Integration of Cyber-Physical Systems in the Advancement of Society 5.0 Healthcare Management
Botle Precious Damane, Mahlatse Cordelia Kgokolo, Guy Roger Gaudji, et al.
(2023), pp. 201-221
Closed Access | Times Cited: 2

Bursting balloons - comparison of risk taking between extreme sports, esports, and the general public
Lucas Keller, Maik Bieleke, Wanja Wolff
Current Psychology (2021) Vol. 42, Iss. 14, pp. 12229-12240
Open Access | Times Cited: 5

Investigating the experience of viewing extreme real-world violence online: Naturalistic evidence from an online discussion forum
Joshua Stubbs, Laura Louise Nicklin, Luke Wilsdon, et al.
New Media & Society (2022) Vol. 26, Iss. 7, pp. 3876-3894
Open Access | Times Cited: 3

Video gaming
Jennie Dapice, Patrick M. Markey
Elsevier eBooks (2024), pp. 580-590
Closed Access

Much Ado About Little Something: Cognitive Benefits of Brief Action Game Intervention
Karolina Czernecka, Jakub Wasiewicz, Joanna Ganczarek
(2024)
Closed Access

Research on the Health Problems of School Students in Virtual Reality
Manargul Mukasheva, Aisara Omirzakova, Kuandyk Taibolatov
(2024) Vol. 3, pp. 197-201
Closed Access

The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment
Huina Teng, Lixin Zhu, Xuanyu Zhang, et al.
JMIR Serious Games (2023) Vol. 11, pp. e48317-e48317
Open Access | Times Cited: 1

The Detection of Violent Scenes in Cartoon Movies Using Deep Learning Approach
Noreen Fayyaz Khan, Sareer Ul Amin, Zahoor Jan, et al.
IEEE Access (2024) Vol. 12, pp. 154080-154091
Open Access

The effect of three violent videogame engagement states on aggressive behavior: A partial least squares structural equation modeling approach
Amir Zaib Abbasi, Umair Rehman, Khalil Hussain, et al.
Frontiers in Psychology (2022) Vol. 13
Open Access | Times Cited: 2

VIDEO GAMES AND AGGRESSION: THE MAJOR TRENDS IN FOREIGN STUDIES
E.S. Ponomareva
Moscow University Psychology Bulletin (2022), Iss. 3, pp. 169-199
Open Access | Times Cited: 2

Video games and mental health
Patrick M. Markey, Brooke Berry, Erika Feeney
Elsevier eBooks (2021), pp. 573-579
Closed Access | Times Cited: 2

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