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:

Developing Games for Health Behavior Change: Getting Started
Tom Baranowski, Richard Buday, Debbe Thompson, et al.
Games for Health Journal (2013) Vol. 2, Iss. 4, pp. 183-190
Open Access | Times Cited: 113

Showing 1-25 of 113 citing articles:

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

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

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

Serious Gaming for Behaviour Change: A Systematic Review
Ramy Hammady, Sylvester Arnab
Information (2022) Vol. 13, Iss. 3, pp. 142-142
Open Access | Times Cited: 46

Effectiveness of a Behavior Change Technique–Based Smartphone Game to Improve Intrinsic Motivation and Physical Activity Adherence in Patients With Type 2 Diabetes: Randomized Controlled Trial
Christoph Höchsmann, Denis Infanger, Christopher Klenk, et al.
JMIR Serious Games (2018) Vol. 7, Iss. 1, pp. e11444-e11444
Open Access | Times Cited: 79

More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design
Guido Giunti, Vasiliki Mylonopoulou, Octavio Rivera-Romero
JMIR mhealth and uhealth (2018) Vol. 6, Iss. 3, pp. e51-e51
Open Access | Times Cited: 65

Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review
Steven Barnes, Julie Prescott
JMIR Serious Games (2018) Vol. 6, Iss. 1, pp. e3-e3
Open Access | Times Cited: 63

Augmented Reality Cubes for Cognitive Gaming: Preliminary Usability and Game Experience Testing
Costas Boletsis, Simon McCallum
International Journal of Serious Games (2016) Vol. 3, Iss. 1
Open Access | Times Cited: 59

A Smartphone Game-Based Intervention (Tumaini) to Prevent HIV Among Young Africans: Pilot Randomized Controlled Trial
Kate Winskell, Gaëlle Sabben, Victor Akelo, et al.
JMIR mhealth and uhealth (2018) Vol. 6, Iss. 8, pp. e10482-e10482
Open Access | Times Cited: 55

Evidence-based guidelines for wise use of electronic games by children
Leon Straker, Rebecca Abbott, Rachel Collins, et al.
Ergonomics (2014) Vol. 57, Iss. 4, pp. 471-489
Closed Access | Times Cited: 53

Smartkuber: A Serious Game for Cognitive Health Screening of Elderly Players
Costas Boletsis, Simon McCallum
Games for Health Journal (2016) Vol. 5, Iss. 4, pp. 241-251
Closed Access | Times Cited: 48

Relationship Between Children’s Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study
Ismael Edrein Espinosa‐Curiel, Edgar Efrén Pozas-Bogarin, Juan Martı́nez-Miranda, et al.
JMIR Serious Games (2020) Vol. 8, Iss. 3, pp. e21813-e21813
Open Access | Times Cited: 41

Promoting Daily Physical Activity by Means of Mobile Gaming: A Review of the State of the Art
Monique Tabak, Marit Dekker-van Weering, Hylke van Dijk, et al.
Games for Health Journal (2015) Vol. 4, Iss. 6, pp. 460-469
Closed Access | Times Cited: 48

Short-Term Effects of the Serious Game “Fit, Food, Fun” on Nutritional Knowledge: A Pilot Study among Children and Adolescents
Sophie Laura Holzmann, Hanna Schäfer, Georg Groh, et al.
Nutrients (2019) Vol. 11, Iss. 9, pp. 2031-2031
Open Access | Times Cited: 40

Incorporating Natural Products, Pharmaceutical Drugs, Self-Care and Digital/Mobile Health Technologies into Molecular-Behavioral Combination Therapies for Chronic Diseases
Grzegorz Bułaj, Margaret Ahern, Alexis Kuhn, et al.
Current Clinical Pharmacology (2016) Vol. 11, Iss. 2, pp. 128-145
Open Access | Times Cited: 32

Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of “Gustavo in Gnam's Planet”
Daniela Marchetti, Federica Fraticelli, Francesco Polcini, et al.
Games for Health Journal (2015) Vol. 4, Iss. 5, pp. 344-351
Open Access | Times Cited: 30

Changing Behavioral Lifestyle Risk Factors Related to Cognitive Decline in Later Life Using a Self-Motivated eHealth Intervention in Dutch Adults
Teun Aalbers, Qin Li, M.A.E. Baars, et al.
Journal of Medical Internet Research (2016) Vol. 18, Iss. 6, pp. e171-e171
Open Access | Times Cited: 27

What Serious Video Games Can Offer Child Obesity Prevention
Debbe Thompson
JMIR Serious Games (2014) Vol. 2, Iss. 2, pp. e8-e8
Open Access | Times Cited: 27

Digital games as an effective approach for cancer management: Opportunities and challenges
Azadeh Goodini, Marjan Ghazisaeidi, Reza Safdari, et al.
Journal of Education and Health Promotion (2017) Vol. 6, Iss. 1, pp. 30-30
Open Access | Times Cited: 27

Crave-Out: A Distraction/Motivation Mobile Game to Assist in Smoking Cessation
Kathryn DeLaughter, Rajani S. Sadasivam, Ariana Kamberi, et al.
JMIR Serious Games (2016) Vol. 4, Iss. 1, pp. e3-e3
Open Access | Times Cited: 23

Facilitating Collaboration and Social Experiences with Videogames in Dementia
David Unbehaun, Konstantin Aal, Daryoush Daniel Vaziri, et al.
Proceedings of the ACM on Human-Computer Interaction (2018) Vol. 2, Iss. CSCW, pp. 1-23
Closed Access | Times Cited: 23

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