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:

A meta-analysis of serious digital games for healthy lifestyle promotion
Ann DeSmet, Dimitri Van Ryckeghem, Sofie Compernolle, et al.
Preventive Medicine (2014) Vol. 69, pp. 95-107
Open Access | Times Cited: 382

Showing 1-25 of 382 citing articles:

Gamification for health and wellbeing: A systematic review of the literature
Daniel Johnson, Sebastian Deterding, Kerri-Ann L. Kuhn, et al.
Internet Interventions (2016) Vol. 6, pp. 89-106
Open Access | Times Cited: 1073

Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning
Jeanine Krath, Linda Schürmann, Harald F. O. von Korflesch
Computers in Human Behavior (2021) Vol. 125, pp. 106963-106963
Open Access | Times Cited: 565

Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial.
Page L. Anderson, Matthew Price, Shannan M. Edwards, et al.
Journal of Consulting and Clinical Psychology (2013) Vol. 81, Iss. 5, pp. 751-760
Open Access | Times Cited: 330

Games for Health for Children—Current Status and Needed Research
Tom Baranowski, Fran C. Blumberg, Richard Buday, et al.
Games for Health Journal (2015) Vol. 5, Iss. 1, pp. 1-12
Open Access | Times Cited: 242

Success factors for serious games to enhance learning: a systematic review
Werner Ravyse, A. Seugnet Blignaut, Verona Leendertz, et al.
Virtual Reality (2016) Vol. 21, Iss. 1, pp. 31-58
Closed Access | Times Cited: 193

Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification
Hussein Haruna, Xiao Hu, Samuel Kai Wah Chu, et al.
International Journal of Environmental Research and Public Health (2018) Vol. 15, Iss. 9, pp. 2027-2027
Open Access | Times Cited: 182

Physical Activity, Sedentary Behavior, and Diet-Related eHealth and mHealth Research: Bibliometric Analysis
André Müller, Carol Maher, Corneel Vandelanotte, et al.
Journal of Medical Internet Research (2018) Vol. 20, Iss. 4, pp. e122-e122
Open Access | Times Cited: 179

Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review
Evgenia Gkintoni, Fedra Vantaraki, Charitini Skoulidi, et al.
Behavioral Sciences (2024) Vol. 14, Iss. 2, pp. 102-102
Open Access | Times Cited: 44

What's the Point?: A Review of Reward Systems Implemented in Gamification Interventions
Zakkoyya H. Lewis, Maria C. Swartz, Elizabeth Lyons
Games for Health Journal (2016) Vol. 5, Iss. 2, pp. 93-99
Closed Access | Times Cited: 145

Improving the Efficacy of Games for Change Using Personalization Models
Rita Orji, Regan L. Mandryk, Julita Vassileva
ACM Transactions on Computer-Human Interaction (2017) Vol. 24, Iss. 5, pp. 1-22
Closed Access | Times Cited: 143

A Brief History of Serious Games
P. N. Wilkinson
Lecture notes in computer science (2016), pp. 17-41
Closed Access | Times Cited: 135

Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis
Ann DeSmet, Debbe Thompson, Tom Baranowski, et al.
Journal of Medical Internet Research (2016) Vol. 18, Iss. 4, pp. e94-e94
Open Access | Times Cited: 132

A Systematic Review and Meta-analysis of Interventions for Sexual Health Promotion Involving Serious Digital Games
Ann DeSmet, Ross Shegog, Dimitri Van Ryckeghem, et al.
Games for Health Journal (2014) Vol. 4, Iss. 2, pp. 78-90
Closed Access | Times Cited: 131

The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence
Yin‐Leng Theng, Jason Wen Yau Lee, Paul Victor Patinadan, et al.
Games for Health Journal (2015) Vol. 4, Iss. 5, pp. 352-361
Closed Access | Times Cited: 131

Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint
Hanneke Scholten, Isabela Granic
Journal of Medical Internet Research (2018) Vol. 21, Iss. 1, pp. e11528-e11528
Open Access | Times Cited: 131

Behavioral Outcome Effects of Serious Gaming as an Adjunct to Treatment for Children With Attention-Deficit/Hyperactivity Disorder: A Randomized Controlled Trial
Kim Bul, Pamela M. Kato, Saskia Van der Oord, et al.
Journal of Medical Internet Research (2016) Vol. 18, Iss. 2, pp. e26-e26
Open Access | Times Cited: 128

Effectiveness of exergames for improving mobility and balance in older adults: a systematic review and meta-analysis
Thaiana Barbosa Ferreira Pacheco, Candice Simões Pimenta de Medeiros, Victor HB Oliveira, et al.
Systematic Reviews (2020) Vol. 9, Iss. 1
Open Access | Times Cited: 123

Development and User Satisfaction of “Plan-It Commander,” a Serious Game for Children with ADHD
Kim Bul, Ingmar H. A. Franken, Saskia Van der Oord, et al.
Games for Health Journal (2015) Vol. 4, Iss. 6, pp. 502-512
Open Access | Times Cited: 113

Digital game elements, user experience and learning: A conceptual framework
Andreas Alexiou, Michaéla C. Schippers
Education and Information Technologies (2018) Vol. 23, Iss. 6, pp. 2545-2567
Open Access | Times Cited: 104

The efficacy of the Friendly Attac serious digital game to promote prosocial bystander behavior in cyberbullying among young adolescents: A cluster-randomized controlled trial
Ann DeSmet, Sara Bastiaensens, Katrien Van Cleemput, et al.
Computers in Human Behavior (2017) Vol. 78, pp. 336-347
Open Access | Times Cited: 103

Effectiveness of serious games and impact of design elements on engagement and educational outcomes in healthcare professionals and students: a systematic review and meta-analysis protocol
Marc‐André Maheu‐Cadotte, Sylvie Cossette, Véronique Dubé, et al.
BMJ Open (2018) Vol. 8, Iss. 3, pp. e019871-e019871
Open Access | Times Cited: 92

Serious Games for Psychotherapy: A Systematic Review
Christiane Eichenberg, Markus Schott
Games for Health Journal (2017) Vol. 6, Iss. 3, pp. 127-135
Closed Access | Times Cited: 91

Describing the Process of Adopting Nutrition and Fitness Apps: Behavior Stage Model Approach
Laura M. König, Gudrun Sproesser, Harald T. Schupp, et al.
JMIR mhealth and uhealth (2018) Vol. 6, Iss. 3, pp. e55-e55
Open Access | Times Cited: 90

Digital Health Technology to Enhance Adolescent and Young Adult Clinical Preventive Services: Affordances and Challenges
Charlene A. Wong, Farrah Madanay, Elizabeth M. Ozer, et al.
Journal of Adolescent Health (2020) Vol. 67, Iss. 2, pp. S24-S33
Closed Access | Times Cited: 78

A Social Networking and Gamified App to Increase Physical Activity: Cluster RCT
Sarah Edney, Tim Olds, Jillian Ryan, et al.
American Journal of Preventive Medicine (2020) Vol. 58, Iss. 2, pp. e51-e62
Closed Access | Times Cited: 74

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