
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:
From freemium to premium: the roles of consumption values and game affordance
Le Wang, Yu Gao, Jie Yan, et al.
Information Technology and People (2020) Vol. 34, Iss. 1, pp. 297-317
Closed Access | Times Cited: 36
Le Wang, Yu Gao, Jie Yan, et al.
Information Technology and People (2020) Vol. 34, Iss. 1, pp. 297-317
Closed Access | Times Cited: 36
Showing 1-25 of 36 citing articles:
Mobile payment apps filling value gaps: Integrating consumption values with initial trust and customer involvement
Debarun Chakraborty, Aaliyah Siddiqui, Mujahid Siddiqui, et al.
Journal of Retailing and Consumer Services (2022) Vol. 66, pp. 102946-102946
Closed Access | Times Cited: 103
Debarun Chakraborty, Aaliyah Siddiqui, Mujahid Siddiqui, et al.
Journal of Retailing and Consumer Services (2022) Vol. 66, pp. 102946-102946
Closed Access | Times Cited: 103
Videogames-as-a-service: How does in-game value co-creation enhance premium gaming co-creation experience for players?
Ali Hussain, Muhammad Farrukh Abid, Amjad Shamim, et al.
Journal of Retailing and Consumer Services (2022) Vol. 70, pp. 103128-103128
Closed Access | Times Cited: 55
Ali Hussain, Muhammad Farrukh Abid, Amjad Shamim, et al.
Journal of Retailing and Consumer Services (2022) Vol. 70, pp. 103128-103128
Closed Access | Times Cited: 55
Caged, helpless but not bored: consumption values derived from over-the-top platforms during pandemic
Shalini Talwar, Puneet Kaur, Sushant Kumar, et al.
Information Technology and People (2023) Vol. 37, Iss. 1, pp. 422-448
Closed Access | Times Cited: 25
Shalini Talwar, Puneet Kaur, Sushant Kumar, et al.
Information Technology and People (2023) Vol. 37, Iss. 1, pp. 422-448
Closed Access | Times Cited: 25
Are Online Mobile Gamers Really Happy? On the Suppressor Role of Online Game Addiction
Jun-Jie Hew, Voon‐Hsien Lee, Soo Ting T’ng, et al.
Information Systems Frontiers (2023) Vol. 26, Iss. 1, pp. 217-249
Closed Access | Times Cited: 23
Jun-Jie Hew, Voon‐Hsien Lee, Soo Ting T’ng, et al.
Information Systems Frontiers (2023) Vol. 26, Iss. 1, pp. 217-249
Closed Access | Times Cited: 23
Exploring Players’ in-Game Purchase Intention in Freemium Open-World Games: The Role of Cognitive Absorption and Motivational Affordances
Yuxiang Zhao, Dawei Wu, Shijie Song, et al.
International Journal of Human-Computer Interaction (2022) Vol. 40, Iss. 3, pp. 744-760
Closed Access | Times Cited: 24
Yuxiang Zhao, Dawei Wu, Shijie Song, et al.
International Journal of Human-Computer Interaction (2022) Vol. 40, Iss. 3, pp. 744-760
Closed Access | Times Cited: 24
I will buy virtual goods if I like them: a hybrid PLS-SEM-artificial neural network (ANN) analytical approach
Nadjim Mkedder, F. Zeynep Özata
Journal of Marketing Analytics (2023) Vol. 12, Iss. 1, pp. 42-70
Closed Access | Times Cited: 16
Nadjim Mkedder, F. Zeynep Özata
Journal of Marketing Analytics (2023) Vol. 12, Iss. 1, pp. 42-70
Closed Access | Times Cited: 16
Pay to play in freemium mobile games: a compensatory mechanism
Jhanghiz Syahrivar, Chairy Chairy, Ignatius Darma Juwono, et al.
International Journal of Retail & Distribution Management (2021) Vol. 50, Iss. 1, pp. 117-134
Closed Access | Times Cited: 32
Jhanghiz Syahrivar, Chairy Chairy, Ignatius Darma Juwono, et al.
International Journal of Retail & Distribution Management (2021) Vol. 50, Iss. 1, pp. 117-134
Closed Access | Times Cited: 32
Disentangling e-commerce gamification affordances on recommendation acceptances from a perceived value perspective
Furong Jia, Jie Yu
Information Technology and People (2024)
Closed Access | Times Cited: 4
Furong Jia, Jie Yu
Information Technology and People (2024)
Closed Access | Times Cited: 4
Liens forts entre les joueurs et familiarité avec l’équipe : vers une nouvelle compréhension du comportement d’achat des joueurs de MOBA
Hélène Yildiz, Alan Reiter, Komivi Afawubo
Recherche et Applications en Marketing (French Edition) (2025)
Closed Access
Hélène Yildiz, Alan Reiter, Komivi Afawubo
Recherche et Applications en Marketing (French Edition) (2025)
Closed Access
Two Faces of Freemium Strategy in Social Games: The Interplay between Perceived Enjoyment, Envy, and In-App Purchase Intention
Trang Nguyen, Victor Chen, Julius Wonodihardjo
Information & Management (2025), pp. 104184-104184
Closed Access
Trang Nguyen, Victor Chen, Julius Wonodihardjo
Information & Management (2025), pp. 104184-104184
Closed Access
Why premium in freemium: a hedonic shopping motivation model in virtual game retailing
Ali Hussain, Ding Hooi Ting, Ben Marder
Information Technology and People (2024)
Closed Access | Times Cited: 3
Ali Hussain, Ding Hooi Ting, Ben Marder
Information Technology and People (2024)
Closed Access | Times Cited: 3
Perceptions of users and non-users of an early contact tracing mobile application to fight COVID-19 spread: a value-based empirical investigation
Mihail Cocosila, Glen Farrelly, Houda Trabelsi
Information Technology and People (2022) Vol. 36, Iss. 5, pp. 2088-2111
Closed Access | Times Cited: 13
Mihail Cocosila, Glen Farrelly, Houda Trabelsi
Information Technology and People (2022) Vol. 36, Iss. 5, pp. 2088-2111
Closed Access | Times Cited: 13
For whom does a game update? Players' status-contingent gameplay on online games before and after an update
Ji Hyeon Hyeong, Kang Jun Choi, Jae Young Lee, et al.
Decision Support Systems (2020) Vol. 139, pp. 113423-113423
Closed Access | Times Cited: 19
Ji Hyeon Hyeong, Kang Jun Choi, Jae Young Lee, et al.
Decision Support Systems (2020) Vol. 139, pp. 113423-113423
Closed Access | Times Cited: 19
Investigating male gamers' behavioral intention to play PUBG: Insights from playful-consumption experiences
Umair Rehman, Muhammad Umair Shah, Amir Zaib Abbasi, et al.
Frontiers in Psychology (2022) Vol. 13
Open Access | Times Cited: 12
Umair Rehman, Muhammad Umair Shah, Amir Zaib Abbasi, et al.
Frontiers in Psychology (2022) Vol. 13
Open Access | Times Cited: 12
Video Game Engagement: A Passkey to the Intentions of Continue Playing, Purchasing Virtual Items, and Player Recruitment (3Ps)
Laurence, Asep Hermawan, Innocentius Bernarto, et al.
International Journal of Computer Games Technology (2023) Vol. 2023, pp. 1-13
Open Access | Times Cited: 7
Laurence, Asep Hermawan, Innocentius Bernarto, et al.
International Journal of Computer Games Technology (2023) Vol. 2023, pp. 1-13
Open Access | Times Cited: 7
Halal cosmetics repurchase intention: theory of consumption values perspective
Eva Syariefah Rachman, Dudi Amarullah
Journal of Islamic marketing (2024)
Closed Access | Times Cited: 2
Eva Syariefah Rachman, Dudi Amarullah
Journal of Islamic marketing (2024)
Closed Access | Times Cited: 2
From Play to Pay: Exploring Imaginal and Emotional Virtual Item Retail Experiences in Online Game Environment
Ali Hussain, Farhan Mirza, Moniruzzaman Sarker, et al.
International Journal of Human-Computer Interaction (2024), pp. 1-15
Open Access | Times Cited: 1
Ali Hussain, Farhan Mirza, Moniruzzaman Sarker, et al.
International Journal of Human-Computer Interaction (2024), pp. 1-15
Open Access | Times Cited: 1
Mapping the Theory of Consumption Values: A Systematic Review Using the TCCM Approach
Chandni Sharma, Shiksha Kushwah
Journal of Consumer Behaviour (2024)
Closed Access | Times Cited: 1
Chandni Sharma, Shiksha Kushwah
Journal of Consumer Behaviour (2024)
Closed Access | Times Cited: 1
Determinants of game-products repurchasing behaviour in virtual comunity
Dhani Mifthakhul Zein, Astrid Puspaningrum, Ainur Rofiq
International Journal of Research in Business and Social Science (2147-4478) (2023) Vol. 12, Iss. 2, pp. 15-22
Open Access | Times Cited: 2
Dhani Mifthakhul Zein, Astrid Puspaningrum, Ainur Rofiq
International Journal of Research in Business and Social Science (2147-4478) (2023) Vol. 12, Iss. 2, pp. 15-22
Open Access | Times Cited: 2
Turkish gen Z players’ in-game purchase intention: does gender difference matter?
Mahmut Selami Akın
Young Consumers Insight and Ideas for Responsible Marketers (2023) Vol. 24, Iss. 6, pp. 721-741
Closed Access | Times Cited: 2
Mahmut Selami Akın
Young Consumers Insight and Ideas for Responsible Marketers (2023) Vol. 24, Iss. 6, pp. 721-741
Closed Access | Times Cited: 2
Buying Virtual Fashion Items in the Metaverse : Focusing on Self-Regulatory Focus
Sook-Young Ahn
Fashion & Textile Research Journal (2022) Vol. 24, Iss. 6, pp. 707-718
Open Access | Times Cited: 3
Sook-Young Ahn
Fashion & Textile Research Journal (2022) Vol. 24, Iss. 6, pp. 707-718
Open Access | Times Cited: 3
In-Game Virtual Consumption and Online Video Game Addiction: A Conceptual Model
Ali Hussain, Ding Hooi Ting, Helmut Hlavacs, et al.
Lecture notes in computer science (2021), pp. 210-218
Closed Access | Times Cited: 2
Ali Hussain, Ding Hooi Ting, Helmut Hlavacs, et al.
Lecture notes in computer science (2021), pp. 210-218
Closed Access | Times Cited: 2
Effect of Gaming Addiction, Game Loyalty, and Gamer Motivation on Intention to Purchase Online Mobile In-Game Features: Case Study of PUBG Mobile
Jordan Ahmad Yasir, Anna Amalyah Agus
(2021), pp. 1-9
Closed Access | Times Cited: 2
Jordan Ahmad Yasir, Anna Amalyah Agus
(2021), pp. 1-9
Closed Access | Times Cited: 2
Pengaruh Nilai Konsumsi, Interpersonal Influence dan Kepuasan terhadap Niat Pembelian Barang Virtual dalam Mobile Games
Giovanni Putri Hendrata, Peter Wan, Prita Prasetya, et al.
Kajian Branding Indonesia (2021) Vol. 3, Iss. 2, pp. 139-159
Open Access | Times Cited: 2
Giovanni Putri Hendrata, Peter Wan, Prita Prasetya, et al.
Kajian Branding Indonesia (2021) Vol. 3, Iss. 2, pp. 139-159
Open Access | Times Cited: 2