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 on Serious Games in Attention Rehabilitation and Their Effects
Leila Shahmoradi, Fatemeh Mohammadian, Meysam Rahmani Katigari
Behavioural Neurology (2022) Vol. 2022, pp. 1-32
Open Access | Times Cited: 44

Showing 1-25 of 44 citing articles:

Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis
Yue Wang, Zhao Wang, Guoqing Liu, et al.
Frontiers in Public Health (2022) Vol. 10
Open Access | Times Cited: 35

VR Gaming for Meta-Skills Training in Special Education: The Role of Metacognition, Motivations, and Emotional Intelligence
Eleni Mitsea, Athanasios Drigas, Charalabos Skianis
Education Sciences (2023) Vol. 13, Iss. 7, pp. 639-639
Open Access | Times Cited: 22

Effectiveness of serious games in social skills training to autistic individuals: A systematic review
Tahere Talebi Azadboni, Somayeh Nasiri, Sahar Khenarinezhad, et al.
Neuroscience & Biobehavioral Reviews (2024) Vol. 161, pp. 105634-105634
Closed Access | Times Cited: 8

Effects of game-based digital interventions for mental disorders: A meta-analysis
Jieni Zhan, Caiyan Liu, Zhikeng Wang, et al.
Journal of Affective Disorders (2024) Vol. 362, pp. 731-741
Closed Access | Times Cited: 6

Presence in video games: A systematic review and meta-analysis of the effects of game design choices
Loïc Caroux
Applied Ergonomics (2022) Vol. 107, pp. 103936-103936
Open Access | Times Cited: 24

Development and Evaluation of an Artificial Intelligence–Based Cognitive Exercise Game: A Pilot Study
Sung-Jong Eun, Eun Joung Kim, Jungyoon Kim
Journal of Environmental and Public Health (2022) Vol. 2022, Iss. 1
Open Access | Times Cited: 23

Ten-Minute Physical Activity Breaks Improve Attention and Executive Functions in Healthcare Workers
Francesco Fischetti, Ilaria Pepe, Gianpiero Greco, et al.
Journal of Functional Morphology and Kinesiology (2024) Vol. 9, Iss. 2, pp. 102-102
Open Access | Times Cited: 5

Video gaming and sleep in adults: A systematic review
Oreste De Rosa, Fiona C. Baker, Giacinto Barresi, et al.
Sleep Medicine (2024) Vol. 124, pp. 91-105
Open Access | Times Cited: 5

Serious Games for Cognitive Rehabilitation in Older Adults: A Conceptual Framework
Diego E. Guzmán, Carlos Felipe Rengifo Rodas, Cecilia García
Multimodal Technologies and Interaction (2024) Vol. 8, Iss. 8, pp. 64-64
Open Access | Times Cited: 4

Levelling up the Study of Animal Gameplay
Fay E. Clark
Neuroscience & Biobehavioral Reviews (2025) Vol. 169, pp. 106016-106016
Open Access

Uso, Eficacia y Aplicaciones de los Geotextiles en Proyectos Geotécnicos: un Estado del Arte
María Vargas, Johanna Carolina Ruiz Acero
Revista EIA (2025) Vol. 22, Iss. 43
Open Access

Systematic Review and Thematic Analysis of Digital Games for Cognitive Enhancement in Children with Autism Spectrum Disorder: Toward a Conceptual Framework
Sorayya Rezayi, Leila Shahmoradi, Mehdi Tehrani‐Doost
Cognitive Computation (2025) Vol. 17, Iss. 1
Closed Access

Sosialisasi Pendidikan Pra Nikah melalui Video Edukatif kepada Siswa SMK Sunan Ampel dan SMP Ahmad Mutamakkin
Chanda Paramitha Bherty, Rosa Purwanti, Nur Laila Faizah
Dedikasi Saintek Jurnal Pengabdian Masyarakat (2025) Vol. 4, Iss. 1, pp. 53-60
Closed Access

Applications of Serious Games as Affective Disorder Therapies in Autistic and Neurotypical Individuals: A Literature Review
Fahad Ahmed, Jesús Requena Carrión, Francesco Bellotti, et al.
Applied Sciences (2023) Vol. 13, Iss. 8, pp. 4706-4706
Open Access | Times Cited: 9

Digital games for rehabilitation of speech disorders: A scoping review
Sadrieh Hajesmaeel‐Gohari, Saeideh Goharinejad, Elaheh Shafiei, et al.
Health Science Reports (2023) Vol. 6, Iss. 6
Open Access | Times Cited: 5

Development of a serious game-based cognitive rehabilitation system for patients with brain injury
Meysam Rahmani Katigari, Fatemeh Mohammadian, Leila Shahmoradi
BMC Psychiatry (2023) Vol. 23, Iss. 1
Open Access | Times Cited: 4

Virtual and augmented reality gamification of visuospatial neglect treatment: therapists’ user experience
E. Bousché, M. D. J. Bakker, Marije S. Holstege, et al.
BMC Digital Health (2024) Vol. 2, Iss. 1
Open Access | Times Cited: 1

Do males have more favorable attitudes towards digital game use than Females: A Meta-Analytic review
Caiyan Liu, Zhikeng Wang, Yajiao Yang, et al.
Children and Youth Services Review (2024) Vol. 160, pp. 107550-107550
Closed Access | Times Cited: 1

CogniChallenge: Multiplayer serious games’ platform for cognitive and psychosocial rehabilitation
Eliana Silva, Ricardo Lopes, Luís Paulo Reis
International Journal of Serious Games (2023) Vol. 10, Iss. 4, pp. 3-16
Open Access | Times Cited: 3

Puzzling Patterns: Assessing Neck Range of Motion Using a Mobile Puzzle Exergame
Maria Francesca Roig-Maimó, Javier Varona, Ramon Mas-Sansó, et al.
(2024), pp. 1-8
Closed Access

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