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 systematic review of quantitative studies on the enjoyment of digital entertainment games
Elisa D. Mekler, Julia Ayumi Bopp, Alexandre N. Tuch, et al.
(2014)
Closed Access | Times Cited: 191

Showing 1-25 of 191 citing articles:

Gamification for health and wellbeing: A systematic review of the literature
Daniel Johnson, Sebastian Deterding, Kerri-Ann L. Kuhn, et al.
Internet Interventions (2016) Vol. 6, pp. 89-106
Open Access | Times Cited: 1073

Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences
Vero Vanden Abeele, Katta Spiel, Lennart E. Nacke, et al.
International Journal of Human-Computer Studies (2019) Vol. 135, pp. 102370-102370
Open Access | Times Cited: 258

Gameful Experience Questionnaire (GAMEFULQUEST): an instrument for measuring the perceived gamefulness of system use
Johan Högberg, Juho Hamari, Erik Wästlund
User Modeling and User-Adapted Interaction (2019) Vol. 29, Iss. 3, pp. 619-660
Open Access | Times Cited: 234

Validation of two game experience scales: The Player Experience of Need Satisfaction (PENS) and Game Experience Questionnaire (GEQ)
Daniel Johnson, M. John Gardner, Ryan Perry
International Journal of Human-Computer Studies (2018) Vol. 118, pp. 38-46
Open Access | Times Cited: 178

The State of Speech in HCI: Trends, Themes and Challenges
Leigh Clark, Philip Doyle, Diego Garaialde, et al.
Interacting with Computers (2019) Vol. 31, Iss. 4, pp. 349-371
Open Access | Times Cited: 159

Negative Emotion, Positive Experience?
Julia Ayumi Bopp, Elisa D. Mekler, Klaus Opwis
(2016)
Closed Access | Times Cited: 142

Creating brand engagement through in-store gamified customer experiences
Johan Högberg, Marcus Olsson Ramberg, Anders Gustafsson, et al.
Journal of Retailing and Consumer Services (2019) Vol. 50, pp. 122-130
Open Access | Times Cited: 116

A Bermuda Triangle?
Ingrid Pettersson, Florian Lachner, Anna-Katharina Frison, et al.
(2018)
Closed Access | Times Cited: 101

All about that Base
Daniel Johnson, Lennart E. Nacke, Peta Wyeth
(2015), pp. 2265-2274
Open Access | Times Cited: 97

Gamification in MOOCs: Engagement Application Test in Energy Sustainability Courses
Luis M. Romero-Rodríguez, María Soledad, Jaime Ricardo Valenzuela González
IEEE Access (2019) Vol. 7, pp. 32093-32101
Open Access | Times Cited: 94

Effects of controller-based locomotion on player experience in a virtual reality exploration game
Julian Frommel, Sven Sonntag, Michael Weber
(2017), pp. 1-6
Closed Access | Times Cited: 90

Literature Reviews in HCI: A Review of Reviews
Evropi Stefanidi, Marit Bentvelzen, Paweł W. Woźniak, et al.
(2023), pp. 1-24
Open Access | Times Cited: 27

Dynamic difficulty adjustment approaches in video games: a systematic literature review
Fatemeh Mortazavi, Hadi Moradi, Abdol-Hossein Vahabie
Multimedia Tools and Applications (2024) Vol. 83, Iss. 35, pp. 83227-83274
Closed Access | Times Cited: 10

Emotionally Challenging Games Can Satisfy Older Adults' Psychological Needs: From Empirical Study to Design Guidelines
Zhou Min, Xiaolan Peng, B. J. Liu, et al.
(2025), pp. 1-19
Closed Access | Times Cited: 1

Exploring Gameplay Experiences on the Oculus Rift
Chek Tien Tan, Tuck Wah Leong, Songjia Shen, et al.
(2015), pp. 253-263
Closed Access | Times Cited: 89

“An Odd Kind of Pleasure”
Julia Ayumi Bopp, Klaus Opwis, Elisa D. Mekler
(2018)
Closed Access | Times Cited: 81

"A Game that Makes You Question..."
Elisa D. Mekler, Ioanna Iacovides, Julia Ayumi Bopp
(2018)
Open Access | Times Cited: 74

Developing a Comprehensive Engagement Framework of Gamification for Reflective Learning
Chaklam Silpasuwanchai, Xiaojuan Ma, Hiroaki Shigemasu, et al.
(2016), pp. 459-472
Closed Access | Times Cited: 66

Designing Engaging Games Using Bayesian Optimization
Mohammad Khajah, Brett D. Roads, Robert Lindsey, et al.
(2016)
Closed Access | Times Cited: 65

A Manifesto for More Productive Psychological Games Research
Nick Ballou
Games Research and Practice (2023) Vol. 1, Iss. 1, pp. 1-26
Open Access | Times Cited: 18

Rethinking dynamic difficulty adjustment for video game design
Zhixing Guo, Ruck Thawonmas, Xiangshi Ren
Entertainment Computing (2024) Vol. 50, pp. 100663-100663
Closed Access | Times Cited: 7

Removing the HUD
Ioanna Iacovides, Anna L. Cox, Richard Kennedy, et al.
(2015), pp. 13-22
Open Access | Times Cited: 61

Increasing Donating Behavior Through a Game for Change
Sharon T. Steinemann, Elisa D. Mekler, Klaus Opwis
(2015), pp. 319-329
Closed Access | Times Cited: 57

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