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 Randomized Controlled Trial on the Role of Enthusiasm About Exergames: Players' Perceptions of Exercise
Han-Chung Huang, Huynh Van Nguyen, T.C.E. Cheng, et al.
Games for Health Journal (2018) Vol. 8, Iss. 3, pp. 220-226
Open Access | Times Cited: 22

Showing 22 citing articles:

Studying the Effect of Display Type and Viewing Perspective on User Experience in Virtual Reality Exergames
Wenge Xu, Hai‐Ning Liang, Zeying Zhang, et al.
Games for Health Journal (2020) Vol. 9, Iss. 6, pp. 405-414
Closed Access | Times Cited: 75

Commercial Off-The-Shelf Video Games for Reducing Stress and Anxiety: Systematic Review
Federica Pallavicini, Alessandro Pepe, Fabrizia Mantovani
JMIR Mental Health (2021) Vol. 8, Iss. 8, pp. e28150-e28150
Open Access | Times Cited: 73

The Students’ Flow Experience With the Continuous Intention of Using Online English Platforms
Zhao Hong, Asif Khan
Frontiers in Psychology (2022) Vol. 12
Open Access | Times Cited: 39

The impact of Exergames on emotional experience: a systematic review
Lucas Murrins Marques, Pedro Makoto Uchida, Sara Pinto Barbosa
Frontiers in Public Health (2023) Vol. 11
Open Access | Times Cited: 27

Effects of an Immersive Virtual Reality Exergame on University Students’ Anxiety, Depression, and Perceived Stress: Pilot Feasibility and Usability Study
Wenge Xu, Hai‐Ning Liang, Nilufar Baghaei, et al.
JMIR Serious Games (2021) Vol. 9, Iss. 4, pp. e29330-e29330
Open Access | Times Cited: 55

Buddy biking: a user study on social collaboration in a virtual reality exergame for rehabilitation
Emil Rosenlund Høeg, Jon Ram Bruun‐Pedersen, Shannon Cheary, et al.
Virtual Reality (2021) Vol. 27, Iss. 1, pp. 245-262
Open Access | Times Cited: 33

Does exergaming drive future physical activity and sport intentions?
Pooya Soltani, Pedro Figueiredo, João Paulo Vilas‐Boas
Journal of Health Psychology (2020) Vol. 26, Iss. 12, pp. 2173-2185
Open Access | Times Cited: 29

Playing for a Healthy Life: Integrating Mobile Exergames in Physical Education
Pablo Sotoca Orgaz, Marta Arévalo Baeza, José A. Navia
Behavioral Sciences (2025) Vol. 15, Iss. 2, pp. 229-229
Open Access

Flow Experience in Gameful Approaches: A Systematic Literature Review, Scientometric Analysis, and Research Agenda
Wilk Oliveira dos Santos, Juho Hamari
International Journal of Human-Computer Interaction (2025), pp. 1-27
Open Access

Improving the Health of Emerging Adult Gamers—A Scoping Review of Influences
David Micallef, Lukas Parker, Linda Brennan, et al.
Nutrients (2022) Vol. 14, Iss. 11, pp. 2226-2226
Open Access | Times Cited: 12

Virtual game Changers: how avatars and virtual coaches influence exergame outcomes through enactive and vicarious learning
Benjamin J. Li, Rabindra Ratan, May O. Lwin
Behaviour and Information Technology (2021) Vol. 41, Iss. 7, pp. 1529-1543
Closed Access | Times Cited: 15

Do fundamental movement skills, physical activity and enjoyment among inactive student during the COVID-19 Era improve after exergame?
Tite Juliantine, Edi Setiawan, Hasanuddin Jumareng, et al.
Journal of Physical Education (2022) Vol. 33, Iss. 1
Open Access | Times Cited: 9

Creating a treadmill running video game with smartwatch interaction
Carlos Marín-Lora, Miguel Chover, Micaela Y. Martín, et al.
Multimedia Tools and Applications (2023) Vol. 83, Iss. 19, pp. 57709-57729
Open Access | Times Cited: 5

The need for exercise in exergaming perspective of the uses and gratifications theory
Thi Tuan Linh Pham, Han-Chung Huang, T.C.E. Cheng, et al.
Industrial Management & Data Systems (2020) Vol. 120, Iss. 6, pp. 1085-1099
Closed Access | Times Cited: 11

Effects of active video games on mental health among college students: a systematic review
Yue Zhao, Soh Kim Geok, Hazizi Abu Saad, et al.
BMC Public Health (2024) Vol. 24, Iss. 1
Open Access | Times Cited: 1

The impact of physical activity and group discussion on happiness in postmenopausal women: A randomized trial
Ameneh Khodadadi, Amir Jalali, Setareh Javanmardy, et al.
Health Care For Women International (2023) Vol. 45, Iss. 4, pp. 444-462
Closed Access | Times Cited: 3

Stealth-Adaptive Exergame Design Framework for Elderly and Rehabilitative Users
Ramin Tadayon, Wataru Sakoda, Yuichi Kurita
Lecture notes in computer science (2020), pp. 419-434
Closed Access | Times Cited: 6

Emerging technology as an essential factor in changing lifestyles and reshaping exercise behaviour in Taiwan
Ling-Mei Ko, Wei-Chun Tai, Ping-Chao Lee
Sport in Society (2022) Vol. 26, Iss. 3, pp. 409-430
Closed Access | Times Cited: 2

Playing Exergames for Health and Enjoyment: Do Gamers Need Exercise Affordance and Game Challenge? (Preprint)
Tzu‐Ling Huang, Thi Tuan Linh Pham, Huynh Van Nguyen, et al.
(2023)
Closed Access

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