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:

Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative Studies
Ayla Schwarz, Francisco Javier Huertas‐Delgado, Greet Cardon, et al.
Games for Health Journal (2020) Vol. 9, Iss. 3, pp. 150-163
Open Access | Times Cited: 54

Showing 1-25 of 54 citing articles:

Continuum beliefs and mental illness stigma: a systematic review and meta-analysis of correlation and intervention studies
Lina-Jolien Peter, Stephanie Schindler, Christian Sander, et al.
Psychological Medicine (2021) Vol. 51, Iss. 5, pp. 716-726
Open Access | Times Cited: 105

Cyberbullying in the Metaverse
Utsav Upadhyay, Alok Kumar, Gajanand Sharma, et al.
Journal of Global Information Management (2023) Vol. 31, Iss. 1, pp. 1-25
Open Access | Times Cited: 27

Gamification in a Physical Activity App: What Gamification Features Are Being Used, by Whom, and Does It Make a Difference?
Carol Maher, Tim Olds, Corneel Vandelanotte, et al.
Games for Health Journal (2022) Vol. 11, Iss. 3, pp. 193-199
Open Access | Times Cited: 29

Global youth perspectives on digital health promotion: a scoping review
Agata Ferretti, Shannon Hubbs, Effy Vayena
BMC Digital Health (2023) Vol. 1, Iss. 1
Open Access | Times Cited: 18

Engaging and Entertaining Adolescents in Health Education Using LLM-Generated Fantasy Narrative Games and Virtual Agents
Ian Steenstra, Prasanth Murali, Rebecca B. Perkins, et al.
(2024), pp. 1-8
Open Access | Times Cited: 7

Satisfied or Frustrated? A Qualitative Analysis of Need Satisfying and Need Frustrating Experiences of Engaging With Digital Health Technology in Chronic Care
Carolina Wannheden, Terese Stenfors, Andreas Stenling, et al.
Frontiers in Public Health (2021) Vol. 8
Open Access | Times Cited: 34

The PICOTS-ComTeC Framework for Defining Digital Health Interventions: An ISPOR Special Interest Group Report
Zsombor Zrubka, Annette Champion, Anke‐Peggy Holtorf, et al.
Value in Health (2024) Vol. 27, Iss. 4, pp. 383-396
Closed Access | Times Cited: 6

Participatory Development and Pilot Testing of an Adolescent Health Promotion Chatbot
Laura Maenhout, Carmen Peuters, Greet Cardon, et al.
Frontiers in Public Health (2021) Vol. 9
Open Access | Times Cited: 26

User-centered personalized gamification: an umbrella review
Mathieu Phosanarack, Eugénie Avril, Sophie Lepreux, et al.
User Modeling and User-Adapted Interaction (2025) Vol. 35, Iss. 1
Closed Access

The Significance of Interaction in Determining Learning Outcomes in Serious Games
K Mohammad, Alan Chalmers, Kurt Debattista
Lecture notes in computer science (2025), pp. 39-54
Closed Access

Advancing adolescent health promotion in the digital era
Rebecca Raeside
Health Promotion International (2025) Vol. 40, Iss. 2
Open Access

Influences on User Engagement
Heather L. O'Brien
Synthesis lectures on information concepts, retrieval, and services (2025), pp. 53-68
Closed Access

Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies
Ayla Schwarz, Laura H.H. Winkens, Emely de Vet, et al.
JMIR mhealth and uhealth (2022) Vol. 11, pp. e40898-e40898
Open Access | Times Cited: 16

DESIGN OF DIGITAL TECHNOLOGIES FOR CHILDREN
Panos Markopoulos, Janet C. Read, Michail N. Giannakos
(2021), pp. 1287-1304
Open Access | Times Cited: 20

The influence of a serious game’s narrative on students’ attitudes and learning experiences regarding delirium: an interview study
Kiki R Buijs-Spanjers, Anne Harmsen, Harianne HM Hegge, et al.
BMC Medical Education (2020) Vol. 20, Iss. 1
Open Access | Times Cited: 19

Design of a Digital Game Intervention to Promote Socio-Emotional Skills and Prosocial Behavior in Children
Pamela Saleme, Timo Dietrich, Bo Pang, et al.
Multimodal Technologies and Interaction (2021) Vol. 5, Iss. 10, pp. 58-58
Open Access | Times Cited: 18

Exploring the Reasons for Preferring Digital Games Over Physical Activity Games in Adolescents: A Qualitative Study
Ahmadali Asefi, Hamid Dehghani, Mahsa Shafieeyan
Journal of Adolescent Health (2024) Vol. 75, Iss. 1, pp. 133-139
Closed Access | Times Cited: 2

The Impact of a Gamified Intervention on Daily Steps in Real-Life Conditions: Retrospective Analysis of 4800 Individuals
Alexandre Mazéas, Cyril Forestier, Guillaume Harel, et al.
Journal of Medical Internet Research (2024) Vol. 26, pp. e47116-e47116
Open Access | Times Cited: 2

Rural young males’ acceptance & receptiveness to technology‐based interventions for dating violence prevention: A qualitative descriptive study
Chuka Emezue, Maithe Enriquez, Debbie S. Dougherty, et al.
Journal of Adolescence (2021) Vol. 92, Iss. 1, pp. 137-151
Closed Access | Times Cited: 15

Improvements and needs of an educational escape room in initial teacher training | Mejoras y necesidades de una escape room educativa en la formación inicial de docentes
Pedro Antonio García-Tudela, María del Mar Sánchez Vera, Isabel María Solano Fernández
ESPIRAL CUADERNOS DEL PROFESORADO (2020) Vol. 13, Iss. 27, pp. 109-120
Open Access | Times Cited: 13

Board game on sexually transmitted infections for imprisoned women
Isaiane da Silva Carvalho, Ryanne Carolynne Marques Gomes Mendes, Laís Helena de Souza Soares Lima, et al.
BMC Women s Health (2024) Vol. 24, Iss. 1
Open Access | Times Cited: 1

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