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 large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic.
Matti Vuorre, David Zendle, Elena Petrovskaya, et al.
Technology Mind and Behavior (2021) Vol. 2, Iss. 4
Open Access | Times Cited: 23

Showing 23 citing articles:

The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis
David Zendle, Catherine Flick, Sebastian Deterding, et al.
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-28
Open Access | Times Cited: 21

Delayed sleep–wake phase disorder and its related sleep behaviors in the young generation
Kunihiro Futenma, Yoshikazu Takaesu, Yoko Komada, et al.
Frontiers in Psychiatry (2023) Vol. 14
Open Access | Times Cited: 18

Disordered gaming, loneliness, and family harmony in gamers before and during the COVID-19 pandemic
Dmitri Rozgonjuk, Halley M. Pontes, Bruno Schivinski, et al.
Addictive Behaviors Reports (2022) Vol. 15, pp. 100426-100426
Open Access | Times Cited: 25

Gaming disorder: current research directions
Orsolya Király, Marc N. Potenza, Zsolt Demetrovics
Current Opinion in Behavioral Sciences (2022) Vol. 47, pp. 101204-101204
Open Access | Times Cited: 20

The COVID-19 pandemic: Electronic media use and health among US College students
Robert R. Wright, Jordan D. Larson, Sarah Richards, et al.
Journal of American College Health (2023) Vol. 72, Iss. 9, pp. 3261-3276
Closed Access | Times Cited: 12

Registered report evidence suggests no relationship between objectively tracked video game playtime and well-being over 3 months.
Nick Ballou, Craig Sewall, Jack Ratcliffe, et al.
Technology Mind and Behavior (2024) Vol. 5, Iss. 1
Open Access | Times Cited: 4

The relationship between psycho-environmental characteristics and wellbeing in non-spending players of certain mobile games
Elena Petrovskaya, David Zendle
Royal Society Open Science (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 8

An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator
Matti Vuorre, Kristoffer Magnusson, Niklas Johannes, et al.
Scientific Data (2023) Vol. 10, Iss. 1
Open Access | Times Cited: 5

The Relationship Between Lockdowns and Video Game Playtime: Multilevel Time-Series Analysis Using Massive-Scale Data Telemetry
David Zendle, Catherine Flick, Darel Halgarth, et al.
Journal of Medical Internet Research (2023) Vol. 25, pp. e40190-e40190
Open Access | Times Cited: 4

The Effect of Time Spent on Online Gaming on Problematic Game Use in Male: Moderating Effects of Loneliness, Living Alone, and Household Size
Kyeongwoo Park, Hyein Chang, Jin Pyo Hong, et al.
Psychiatry Investigation (2024) Vol. 21, Iss. 2, pp. 181-190
Open Access | Times Cited: 1

The directionality of anxiety and gaming disorder: An exploratory analysis of longitudinal data from an Australian youth population
Seung Yeon Kim, Katrina E. Champion, Lauren A. Gardner, et al.
Frontiers in Psychiatry (2022) Vol. 13
Open Access | Times Cited: 5

Playing the video games during COVID-19 pandemic and its effects on player's well-being
Samar Noaman, Amer Ibrahim, Liaqat Ali, et al.
2022 International Conference on Business Analytics for Technology and Security (ICBATS) (2023), pp. 1-5
Closed Access | Times Cited: 2

An Antidote to Overpathologizing Computer-Mediated Communication
Tanay Katiyar, Adam Hunt, Nikhil Chaudhary, et al.
(2023)
Open Access | Times Cited: 2

Eight Hypotheses on Technology Use and Psychosocial Wellbeing: A Bicultural Phenomenological Study of Gaming during the COVID-19 Pandemic
Veli‐Matti Karhulahti, Henri Nerg, Tanja Laitinen, et al.
Current Psychology (2022) Vol. 43, Iss. 15, pp. 13986-14004
Open Access | Times Cited: 3

An intensive longitudinal dataset of in-game player behaviour and well-being in PowerWash Simulator
Matti Vuorre, Kristoffer Magnusson, Niklas Johannes, et al.
(2023)
Open Access | Times Cited: 1

Berwisata Digital: Studi Etnografi Praktik Bermain Game Sebagai Ruang Wisata Virtual
Ardian Indro Yuwono, Abyzan Syahadin Bagja Dahana
Jurnal Ilmu Komunikasi (2022) Vol. 20, Iss. 3, pp. 315-315
Open Access

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