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:

Compensatory video gaming. Gaming behaviours and adverse outcomes and the moderating role of stress, social interaction anxiety, and loneliness
Kevin Koban, Jonathan Biehl, Julian Bornemeier, et al.
Behaviour and Information Technology (2021) Vol. 41, Iss. 13, pp. 2727-2744
Open Access | Times Cited: 41

Showing 1-25 of 41 citing articles:

The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review
Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani
Cyberpsychology Behavior and Social Networking (2022) Vol. 25, Iss. 6, pp. 334-354
Open Access | Times Cited: 92

A taxonomy of technology design features that promote potentially addictive online behaviours
Maèva Flayelle, Damien Brevers, Daniel L. King, et al.
Nature Reviews Psychology (2023) Vol. 2, Iss. 3, pp. 136-150
Open Access | Times Cited: 82

Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis
Christian Bäcklund, Pia Elbe, Hanna Malmberg Gavelin, et al.
Journal of Behavioral Addictions (2022) Vol. 11, Iss. 3, pp. 667-688
Open Access | Times Cited: 62

Problem gaming and adolescents’ health and well-being: Evidence from a large nationally representative sample in Italy
Natale Canale, Frank J. Elgar, Erika Pivetta, et al.
Computers in Human Behavior (2025), pp. 108644-108644
Closed Access | Times Cited: 1

Maladaptive cognitions, loneliness, and social anxiety as potential moderators of the association between Internet gaming time and Internet gaming disorder among adolescent Internet gamers in China
Yanqiu Yu, Phoenix K. H. Mo, Jianxin Zhang, et al.
Addictive Behaviors (2022) Vol. 129, pp. 107239-107239
Closed Access | Times Cited: 34

Theory of consumption value: A lens to examine the use and continual use intention of online game subscription services
Wee-Kheng Tan, P Chiu
Computers in Human Behavior (2024) Vol. 160, pp. 108377-108377
Closed Access | Times Cited: 5

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

Do People Use Games to Compensate for Psychological Needs During Crises? A Mixed-Methods Study of Gaming During COVID-19 Lockdowns
Nick Ballou, Sebastian Deterding, Ioanna Iacovides, et al.
CHI Conference on Human Factors in Computing Systems (2022), pp. 1-15
Open Access | Times Cited: 19

Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions
Selen Türkay, Allan Lin, Daniel Johnson, et al.
Behaviour and Information Technology (2022) Vol. 42, Iss. 11, pp. 1720-1739
Closed Access | Times Cited: 17

Virtual realms and real anxiety: Unravelling the relationship between multiplayer video gaming and anxiety levels
Vaibhav Srivastava, Ritu Chaudhary, Shailja Singh, et al.
AIP conference proceedings (2025) Vol. 3279, pp. 020049-020049
Closed Access

Gamers in Real Life: Internet Gamer Typologies and Their Association With Problematic Gaming and Health Outcomes
Lorelle Bowditch, Janine Chapman, Tania Signal, et al.
Human Behavior and Emerging Technologies (2025) Vol. 2025, Iss. 1
Open Access

Understanding Gaming Disorder: a Network Analysis of Impaired Control, Impulsivity, Mood, Coping, and Game Flow
Bartosz A. Kowalik, Stéphanie Baggio, Daniel L. King, et al.
International Journal of Mental Health and Addiction (2025)
Open Access

The interplay between mental health and dosage for gaming disorder risk: a brief report
Paweł Strojny, Magdalena Żuber, Agnieszka Strojny
Scientific Reports (2024) Vol. 14, Iss. 1
Open Access | Times Cited: 3

Prevalence and Characteristics of Female and Male Esports Players among Norwegian Youth: A General Population Study
Stian Overå, Anders Bakken, Christer Hyggen
International Journal of Environmental Research and Public Health (2024) Vol. 21, Iss. 9, pp. 1136-1136
Open Access | Times Cited: 3

Understanding highly engaged adolescent gamers: integration of gaming into daily life and motivation to play video games
Josip Razum, Aleksandra Huić
Behaviour and Information Technology (2023) Vol. 43, Iss. 11, pp. 2566-2588
Closed Access | Times Cited: 7

Hikikomori in the Middle East: The role of problematic gaming, social media use, and loneliness
Harshil Shah, Mai Helmy, Zahir Vally
PLoS ONE (2024) Vol. 19, Iss. 10, pp. e0312818-e0312818
Open Access | Times Cited: 2

Dynamics and moderating factors of esport participation and loneliness: A daily diary study
Yan Luo, Daniel M. Smith, Michelle Moosbrugger, et al.
Psychology of sport and exercise (2023) Vol. 66, pp. 102384-102384
Closed Access | Times Cited: 6

Increased adolescent game usage and health-related risk behaviors during the COVID-19 pandemic
Young‐Jae Kim, Chan Sol Lee, Seung-Woo Kang
Current Psychology (2023) Vol. 43, Iss. 18, pp. 16821-16832
Open Access | Times Cited: 5

Is Increased Video Game Participation Associated With Reduced Sense of Loneliness? A Systematic Review and Meta-Analysis
Yan Luo, Michelle Moosbrugger, Daniel M. Smith, et al.
Frontiers in Public Health (2022) Vol. 10
Open Access | Times Cited: 7

Screen time and insomnia among college students: the moderating effect of loneliness
John Richmond T. Sy, Jessica R. Dietch, Ruth Brombach, et al.
Journal of American College Health (2024), pp. 1-10
Closed Access | Times Cited: 1

Assessment of Gaming Addiction and Perceived Psychological Distress Among Filipino Young Adults During COVID-19 Pandemic
S. Kapoor, Marietta D. Subida
International Journal of Educational Methodology (2022) Vol. 9, Iss. 1, pp. 29-40
Open Access | Times Cited: 4

The independent impacts of perceived immediate and future benefits of internet gaming on internet gaming disorder among adolescent internet gamers in China: Mediation via internet gaming time
Yanqiu Yu, Vivian W. I. Fong, Jibin Li, et al.
Computers in Human Behavior (2023) Vol. 149, pp. 107965-107965
Closed Access | Times Cited: 2

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