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:

Gamification as an approach to improve resilience and reduce attrition in mobile mental health interventions: A randomized controlled trial
Silja Litvin, Rob Saunders, Markus Maier, et al.
PLoS ONE (2020) Vol. 15, Iss. 9, pp. e0237220-e0237220
Open Access | Times Cited: 127

Showing 1-25 of 127 citing articles:

Factors Influencing Adherence to mHealth Apps for Prevention or Management of Noncommunicable Diseases: Systematic Review
Robert Jakob, Samira Harperink, Aaron Maria Rudolf, et al.
Journal of Medical Internet Research (2022) Vol. 24, Iss. 5, pp. e35371-e35371
Open Access | Times Cited: 221

Mobile Apps That Promote Emotion Regulation, Positive Mental Health, and Well-being in the General Population: Systematic Review and Meta-analysis
Mia Eisenstadt, Shaun Liverpool, Elisa Infanti, et al.
JMIR Mental Health (2021) Vol. 8, Iss. 11, pp. e31170-e31170
Open Access | Times Cited: 104

Ten Years of Gamification-Based Learning: A Bibliometric Analysis and Systematic Review
Fahad Saleem Al-Hafdi, Waleed Salim Alhalafawy
International Journal of Interactive Mobile Technologies (iJIM) (2024) Vol. 18, Iss. 07, pp. 188-212
Open Access | Times Cited: 23

Digital training for building resilience: Systematic review, meta‐analysis, and meta‐regression
Wei How Darryl Ang, Han Shi Jocelyn Chew, Jie Dong, et al.
Stress and Health (2022) Vol. 38, Iss. 5, pp. 848-869
Open Access | Times Cited: 47

Exploring the Impact of Gamification Elements in Brand Apps on the Purchase Intention of Consumers
Jaspreet Kaur, Rambabu Lavuri, Ratri Parida, et al.
Journal of Global Information Management (2023) Vol. 31, Iss. 1, pp. 1-30
Open Access | Times Cited: 33

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: 23

The Use of Gamification in the System of Social and Psychological Adaptation of Forcibly Displaced Teenagers from Ukraine: Reflections of the German Experience
Hanna Mytsyk, Anastasia Popova, M. BOHDANOVA
Journal of Education for Students Placed at Risk (JESPAR) (2024), pp. 1-27
Closed Access | Times Cited: 11

Recommendations for Implementing Gamification for Mental Health and Wellbeing
Vanessa Wan Sze Cheng
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 52

Data Missing Not at Random in Mobile Health Research: Assessment of the Problem and a Case for Sensitivity Analyses
Simon B. Goldberg, Daniel M. Bolt, Richard J. Davidson
Journal of Medical Internet Research (2021) Vol. 23, Iss. 6, pp. e26749-e26749
Open Access | Times Cited: 45

The Effectiveness of Serious Games in Alleviating Anxiety: Systematic Review and Meta-analysis
Alaa Abd‐Alrazaq, Mohannad Alajlani, Dari Alhuwail, et al.
JMIR Serious Games (2021) Vol. 10, Iss. 1, pp. e29137-e29137
Open Access | Times Cited: 43

Human Support in App-Based Cognitive Behavioral Therapies for Emotional Disorders: Scoping Review
Emily E. Bernstein, Hilary Weingarden, Emma Wolfe, et al.
Journal of Medical Internet Research (2022) Vol. 24, Iss. 4, pp. e33307-e33307
Open Access | Times Cited: 36

A meta-analytic review of gamified interventions in mental health enhancement
Cecilia Cheng, Omid V. Ebrahimi
Computers in Human Behavior (2022) Vol. 141, pp. 107621-107621
Open Access | Times Cited: 29

Game elements enhance engagement and mitigate attrition in online learning tasks
Stefan E. Huber, Rodolpho Cortez, Kristian Kiili, et al.
Computers in Human Behavior (2023) Vol. 149, pp. 107948-107948
Open Access | Times Cited: 20

Effectiveness of gamified digital interventions in mental health prevention and health promotion among adults: a scoping review
Leona Aschentrup, Pia Anna Steimer, Kevin Dadaczynski, et al.
BMC Public Health (2024) Vol. 24, Iss. 1
Open Access | Times Cited: 7

A Comprehensive Review of Behavior Change Techniques in Wearables and IoT: Implications for Health and Well-Being
Carolina Del-Valle-Soto, Juan Carlos López-Pimentel, Javier Vázquez‐Castillo, et al.
Sensors (2024) Vol. 24, Iss. 8, pp. 2429-2429
Open Access | Times Cited: 7

A gamified app for supporting undergraduate students’ mental health: A feasibility and usability study
Iolie Nicolaidou, Loizos Aristeidis, Lambros Lambrinos
Digital Health (2022) Vol. 8, pp. 205520762211090-205520762211090
Open Access | Times Cited: 26

Effects of Mobile Mindfulness Meditation on the Mental Health of University Students: Systematic Review and Meta-analysis
Bin Chen, Ting Yang, Lei Xiao, et al.
Journal of Medical Internet Research (2022) Vol. 25, pp. e39128-e39128
Open Access | Times Cited: 26

The efficacy of self-guided internet and mobile-based interventions for preventing anxiety and depression – A systematic review and meta-analysis
Daniel Edge, Edward Watkins, Jenny Limond, et al.
Behaviour Research and Therapy (2023) Vol. 164, pp. 104292-104292
Open Access | Times Cited: 16

Gamification: a Novel Approach to Mental Health Promotion
Cecilia Cheng, Omid V. Ebrahimi
Current Psychiatry Reports (2023) Vol. 25, Iss. 11, pp. 577-586
Open Access | Times Cited: 14

Artificial Intelligence in Gamification to Promote Mental Health among University Students: A Scoping Review
Verónica Adriana Freire Palacios, Kléber Augusto Jaramillo-Galarza, Jessica Vanessa Quito Calle, et al.
Salud Ciencia y Tecnología (2023) Vol. 3, pp. 639-639
Open Access | Times Cited: 13

Effect of using gamification of “Kahoot!” as a learning method on stress symptoms, anxiety symptoms, self-efficacy, and academic achievement among university students
Ahmed Alsswey, Malakeh Z. Malak
Learning and Motivation (2024) Vol. 87, pp. 101993-101993
Closed Access | Times Cited: 5

User engagement in mobile apps for people with schizophrenia: A scoping review
Raquel Simões de Almeida, António Marques
Frontiers in Digital Health (2023) Vol. 4
Open Access | Times Cited: 12

Smartphone-based serious games for mental health: a scoping review
Águeda Gómez-Cambronero, A. Mann, Adriana Mira, et al.
Multimedia Tools and Applications (2024) Vol. 83, Iss. 36, pp. 84047-84094
Open Access | Times Cited: 4

Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT—A Systematic Review
Evgenia Gkintoni, Fedra Vantaraki, Charitini Skoulidi, et al.
Medicina (2024) Vol. 60, Iss. 12, pp. 2085-2085
Open Access | Times Cited: 4

The Power of Gamification in HRM: Exploring the Link Between Employee Resilience and Work Engagement in Saudi Arabia
S. E. D. Habib, Amr Noureldin, Mohamed Aboueldahab, et al.
Journal of Lifestyle and SDGs Review (2025) Vol. 5, Iss. 3, pp. e05565-e05565
Closed Access

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