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:

Recommendations for the Optimal Design of Exergame Interventions for Persons with Disabilities: Challenges, Best Practices, and Future Research
Josef Wiemeyer, Judith E. Deutsch, Laurie A. Malone, et al.
Games for Health Journal (2014) Vol. 4, Iss. 1, pp. 58-62
Open Access | Times Cited: 69

Showing 1-25 of 69 citing articles:

Exercise-based games interventions at home in individuals with a neurological disease: A systematic review and meta-analysis
Anaïck Perrochon, Benoît Borel, Dan Istrate, et al.
Annals of Physical and Rehabilitation Medicine (2019) Vol. 62, Iss. 5, pp. 366-378
Open Access | Times Cited: 87

Promoting Physical Activity among Underserved Populations
Andrea S. Mendoza-Vasconez, Sarah Linke, Mario Muñoz, et al.
Current Sports Medicine Reports (2016) Vol. 15, Iss. 4, pp. 290-297
Open Access | Times Cited: 78

Virtual Performance Augmentation in an Immersive Jump & Run Exergame
C. Ioannou, Patrick Archard, Eamonn O’Neill, et al.
(2019), pp. 1-15
Open Access | Times Cited: 65

Effects of a Personalized Fitness Recommender System Using Gamification and Continuous Player Modeling: System Design and Long-Term Validation Study
Zhao Zhao, Ali Arya, Rita Orji, et al.
JMIR Serious Games (2020) Vol. 8, Iss. 4, pp. e19968-e19968
Open Access | Times Cited: 46

The effects of exergames on muscle strength: A systematic review and meta‐analysis
Ricardo Borges Viana, Vinnycius Nunes de Oliveira, Scott J. Dankel, et al.
Scandinavian Journal of Medicine and Science in Sports (2021) Vol. 31, Iss. 8, pp. 1592-1611
Closed Access | Times Cited: 41

Effects of active video games on physical function in independent community‐dwelling older adults: A systematic review and meta‐analysis
Nora Suleiman‐Martos, Rubén A. García‐Lara, Luis Albendín‐García, et al.
Journal of Advanced Nursing (2021) Vol. 78, Iss. 5, pp. 1228-1244
Open Access | Times Cited: 29

VirtualGym: A kinect-based system for seniors exercising at home
Víctor Fernández-Cervantes, Noelannah Neubauer, Benjamin M. Hunter, et al.
Entertainment Computing (2018) Vol. 27, pp. 60-72
Closed Access | Times Cited: 35

Perspectives on Active Video Gaming as a New Frontier in Accessible Physical Activity for Youth With Physical Disabilities
Jennifer Rowland, Laurie A. Malone, Cali Fidopiastis, et al.
Physical Therapy (2015) Vol. 96, Iss. 4, pp. 521-532
Open Access | Times Cited: 34

Design and Evaluation of User-Centered Exergames for Patients With Multiple Sclerosis: Multilevel Usability and Feasibility Studies
Alexandra Schättin, Stephan Häfliger, Alain Meyer, et al.
JMIR Serious Games (2021) Vol. 9, Iss. 2, pp. e22826-e22826
Open Access | Times Cited: 24

Exergame (ExerG)-Based Physical-Cognitive Training for Rehabilitation in Adults With Motor and Balance Impairments: Usability Study
Silvia Herren, Barbara Seebacher, Sarah Mildner, et al.
JMIR Serious Games (2025) Vol. 13, pp. e66515-e66515
Open Access

Lessons Learned from Gamifying Functional Fitness Training Through Human-Centered Design Methods in Older Adults
John Muñoz, Afonso Gonçalves, Élvio Rúbio Gouveia, et al.
Games for Health Journal (2019) Vol. 8, Iss. 6, pp. 387-406
Closed Access | Times Cited: 28

Exergames and Depressive Symptoms in Older Adults: A Systematic Review
Brittany Drazich, Sarah LaFave, Breanna Crane, et al.
Games for Health Journal (2020) Vol. 9, Iss. 5, pp. 339-345
Closed Access | Times Cited: 24

Active Videogaming in Youth with Physical Disability: Gameplay and Enjoyment
Laurie A. Malone, Jennifer Rowland, Rebecca R. Rogers, et al.
Games for Health Journal (2016) Vol. 5, Iss. 5, pp. 333-341
Closed Access | Times Cited: 27

Bending the Arc of Exercise and Recreation Technology Toward People With Disabilities
James H. Rimmer, Byron Lai, Hui‐Ju Young
Archives of Physical Medicine and Rehabilitation (2016) Vol. 97, Iss. 9, pp. S247-S251
Closed Access | Times Cited: 25

Home Rehabilitation Based on Gamification and Serious Games for Young People: A Systematic Mapping Study
Cristian Gmez-Portes, Carmen Lacave, Ana I. Molina, et al.
Applied Sciences (2020) Vol. 10, Iss. 24, pp. 8849-8849
Open Access | Times Cited: 21

Energy Expenditure and Enjoyment During Active Video Gaming Using an Adapted Wii Fit Balance Board in Adults with Physical Disabilities: Observational Study
Laurie A. Malone, Mohanraj Thirumalai, Sangeetha Padalabalanarayanan, et al.
JMIR Serious Games (2018) Vol. 7, Iss. 1, pp. e11326-e11326
Open Access | Times Cited: 21

Physiological Monitoring During Augmented Reality Exercise Confirms Advantages to Health and Well-Being
Mark D. Wiederhold, Megan Crisci, Vrajeshri Patel, et al.
Cyberpsychology Behavior and Social Networking (2019) Vol. 22, Iss. 2, pp. 122-126
Closed Access | Times Cited: 20

Comparison of neuromuscular and cardiovascular exercise intensity and enjoyment between standard of care, off-the-shelf and custom active video games for promotion of physical activity of persons post-stroke
Judith E. Deutsch, Aurora James-Palmer, Harish Damodaran, et al.
Journal of NeuroEngineering and Rehabilitation (2021) Vol. 18, Iss. 1
Open Access | Times Cited: 18

Usability of the GAIMplank Video Game Controller for People With Mobility Impairments: Observational Study
Laurie A. Malone, Christen J. Mendonca, Sangeetha Mohanraj, et al.
JMIR Serious Games (2023) Vol. 11, pp. e38484-e38484
Open Access | Times Cited: 7

Adaptive exergames to support active aging: An action research study
Amado Velazquez, Ana I. Martínez-Garcia, Jesús Favela, et al.
Pervasive and Mobile Computing (2016) Vol. 34, pp. 60-78
Closed Access | Times Cited: 18

Designing an eSports intervention for middle-aged and older adults in Hong Kong: Social marketing approach
Ka Man Leung, William Chu
PLoS ONE (2023) Vol. 18, Iss. 4, pp. e0284504-e0284504
Open Access | Times Cited: 6

Adapting the Wii Fit Balance Board to Enable Active Video Game Play by Wheelchair Users: User-Centered Design and Usability Evaluation
Mohanraj Thirumalai, William B Kirkland, Samuel R Misko, et al.
JMIR Rehabilitation and Assistive Technologies (2018) Vol. 5, Iss. 1, pp. e2-e2
Open Access | Times Cited: 17

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