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:

Video Games and Spatial Cognition
Ian Spence, Jing Feng
Review of General Psychology (2010) Vol. 14, Iss. 2, pp. 92-104
Closed Access | Times Cited: 455

Showing 1-25 of 455 citing articles:

Foundations of Game-Based Learning
Jan L. Plass, Bruce D. Homer, Charles K. Kinzer
Educational Psychologist (2015) Vol. 50, Iss. 4, pp. 258-283
Closed Access | Times Cited: 1136

Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills.
Benoit Bédiou, Deanne Adams, Richard E. Mayer, et al.
Psychological Bulletin (2017) Vol. 144, Iss. 1, pp. 77-110
Open Access | Times Cited: 624

Learning, Attentional Control, and Action Video Games
C.S. Green, Daphné Bavelier
Current Biology (2012) Vol. 22, Iss. 6, pp. R197-R206
Open Access | Times Cited: 592

Brain Plasticity Through the Life Span: Learning to Learn and Action Video Games
Daphné Bavelier, C. Shawn Green, Alexandre Pouget, et al.
Annual Review of Neuroscience (2012) Vol. 35, Iss. 1, pp. 391-416
Closed Access | Times Cited: 487

The “I's” Have It: A Framework for Serious Educational Game Design
Leonard A. Annetta
Review of General Psychology (2010) Vol. 14, Iss. 2, pp. 105-113
Closed Access | Times Cited: 443

Human–Agent Teaming for Multirobot Control: A Review of Human Factors Issues
Jessie Y. C. Chen, Michael Barnes
IEEE Transactions on Human-Machine Systems (2014) Vol. 44, Iss. 1, pp. 13-29
Closed Access | Times Cited: 440

Effects of interactive physical-activity video-game training on physical and cognitive function in older adults.
Pauline Maillot, Alexandra Perrot, Alan A. Hartley
Psychology and Aging (2011) Vol. 27, Iss. 3, pp. 589-600
Open Access | Times Cited: 422

Value Creation in the Video Game Industry: Industry Economics, Consumer Benefits, and Research Opportunities
André Marchand, Thorsten Hennig‐Thurau
Journal of Interactive Marketing (2013) Vol. 27, Iss. 3, pp. 141-157
Closed Access | Times Cited: 317

Effects of video-game play on information processing: A meta-analytic investigation
Kasey L. Powers, Patricia J. Brooks, Naomi J. Aldrich, et al.
Psychonomic Bulletin & Review (2013) Vol. 20, Iss. 6, pp. 1055-1079
Open Access | Times Cited: 311

Assessment of 21st century ICT skills in Chile: Test design and results from high school level students
Magdalena Claro, David Preiss, Ernesto San Martı́n, et al.
Computers & Education (2012) Vol. 59, Iss. 3, pp. 1042-1053
Closed Access | Times Cited: 309

Enhancing Attentional Control: Lessons from Action Video Games
Daphné Bavelier, C. Shawn Green
Neuron (2019) Vol. 104, Iss. 1, pp. 147-163
Open Access | Times Cited: 187

Screen Content Quality Assessment: Overview, Benchmark, and Beyond
Xiongkuo Min, Ke Gu, Guangtao Zhai, et al.
ACM Computing Surveys (2021) Vol. 54, Iss. 9, pp. 1-36
Closed Access | Times Cited: 170

The structure of performance and training in esports
Eugen Nagorsky, Josef Wiemeyer
PLoS ONE (2020) Vol. 15, Iss. 8, pp. e0237584-e0237584
Open Access | Times Cited: 157

Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns
Polyxeni Kaimara, Ανδρέας Οικονόμου, Ioannis Deliyannis
Virtual Reality (2021) Vol. 26, Iss. 2, pp. 697-735
Open Access | Times Cited: 117

A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children
Maria Vedechkina, Francesca Borgonovi
Frontiers in Psychology (2021) Vol. 12
Open Access | Times Cited: 104

Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?
Christopher J. Ferguson
Review of General Psychology (2010) Vol. 14, Iss. 2, pp. 68-81
Open Access | Times Cited: 215

What do we know about aging and spatial cognition? Reviews and perspectives
Giuliana Klencklen, Olivier Després, André Dufour
Ageing Research Reviews (2011) Vol. 11, Iss. 1, pp. 123-135
Closed Access | Times Cited: 214

The effect of action video game experience on task-switching
C. Shawn Green, Michael A. Sugarman, Katherine Medford, et al.
Computers in Human Behavior (2012) Vol. 28, Iss. 3, pp. 984-994
Open Access | Times Cited: 197

Is Playing Video Games Related to Cognitive Abilities?
Nash Unsworth, Thomas S. Redick, Brittany D. McMillan, et al.
Psychological Science (2015) Vol. 26, Iss. 6, pp. 759-774
Closed Access | Times Cited: 169

Flow and Immersion in Video Games: The Aftermath of a Conceptual Challenge
Lazaros Michailidis, Emili Balaguer‐Ballester, Xun He
Frontiers in Psychology (2018) Vol. 9
Open Access | Times Cited: 160

Successful aging through digital games: Socioemotional differences between older adult gamers and Non-gamers
Jason C. Allaire, Anne Collins McLaughlin, Amanda Trujillo, et al.
Computers in Human Behavior (2013) Vol. 29, Iss. 4, pp. 1302-1306
Closed Access | Times Cited: 147

Videogames and Young People with Developmental Disorders
Kevin Durkin
Review of General Psychology (2010) Vol. 14, Iss. 2, pp. 122-140
Closed Access | Times Cited: 142

Action video game training for cognitive enhancement
C. Shawn Green, Daphné Bavelier
Current Opinion in Behavioral Sciences (2015) Vol. 4, pp. 103-108
Open Access | Times Cited: 139

The Associations of Objectively Measured Physical Activity and Sedentary Time with Cognitive Functions in School-Aged Children
Heidi Syväoja, Tuija Tammelin, Timo Ahonen, et al.
PLoS ONE (2014) Vol. 9, Iss. 7, pp. e103559-e103559
Open Access | Times Cited: 138

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