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 in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review
Vanessa Wan Sze Cheng, Tracey A Davenport, Daniel Johnson, et al.
JMIR Mental Health (2019) Vol. 6, Iss. 6, pp. e13717-e13717
Open Access | Times Cited: 220

Showing 1-25 of 220 citing articles:

Smartphone apps for depression and anxiety: a systematic review and meta-analysis of techniques to increase engagement
Ashley Wu, Matthew A. Scult, Emily D. Barnes, et al.
npj Digital Medicine (2021) Vol. 4, Iss. 1
Open Access | Times Cited: 132

Promoting Physical and Mental Health among Children and Adolescents via Gamification—A Conceptual Systematic Review
Evgenia Gkintoni, Fedra Vantaraki, Charitini Skoulidi, et al.
Behavioral Sciences (2024) Vol. 14, Iss. 2, pp. 102-102
Open Access | Times Cited: 44

Augmented Reality and Virtual Reality Modules for Mindfulness
Bhupinder Singh, Christian Kaunert
Advances in medical technologies and clinical practice book series (2024), pp. 111-128
Closed Access | Times Cited: 29

The role of mobile health applications in improving patient engagement and health outcomes: A critical review
Chioma Anthonia Okolo, Oloruntoba Babawarun, Jeremiah Olawumi Arowoogun, et al.
International Journal of Science and Research Archive (2024) Vol. 11, Iss. 1, pp. 2566-2574
Open Access | Times Cited: 28

The Metaverse digital environments: A scoping review of the techniques, technologies, and applications
Muhammad Tukur, Jens Schneider, Mowafa Househ, et al.
Journal of King Saud University - Computer and Information Sciences (2024) Vol. 36, Iss. 2, pp. 101967-101967
Open Access | Times Cited: 25

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: 24

A review of popular smartphone apps for depression and anxiety: Assessing the inclusion of evidence-based content
Akash R. Wasil, Katherine E. Venturo‐Conerly, Rebecca M. Shingleton, et al.
Behaviour Research and Therapy (2019) Vol. 123, pp. 103498-103498
Closed Access | Times Cited: 131

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: 128

The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis
Julie F Vermeir, Melanie J. White, Daniel Johnson, et al.
JMIR Serious Games (2020) Vol. 8, Iss. 3, pp. e18644-e18644
Open Access | Times Cited: 123

A Bibliometric Analysis of Gamification Research
Manuel Trinidad, Mercedes Ruiz, Alejandro Calderón
IEEE Access (2021) Vol. 9, pp. 46505-46544
Open Access | Times Cited: 78

Digital interventions for substance use disorders in young people: rapid review
Marika Monarque, Judith Sabetti, Manuela Ferrari
Substance Abuse Treatment Prevention and Policy (2023) Vol. 18, Iss. 1
Open Access | Times Cited: 34

The Role of AI in Serious Games and Gamification for Health: Scoping Review
Daniel Tolks, Jeremy Schmidt, Sebastian Kühn
JMIR Serious Games (2023) Vol. 12, pp. e48258-e48258
Open Access | Times Cited: 26

The design and evaluation of gamified online role-play as a telehealth training strategy in dental education: an explanatory sequential mixed-methods study
Chayanid Teerawongpairoj, Chanita Tantipoj, Kawin Sipiyaruk
Scientific Reports (2024) Vol. 14, Iss. 1
Open Access | Times Cited: 13

Behavioral health and generative AI: a perspective on future of therapies and patient care
Emre Sezgın, Ian McKay
npj Mental Health Research (2024) Vol. 3, Iss. 1
Open Access | Times Cited: 12

CoGames: Development of an adaptive smartphone-based and gamified monitoring tool for cognitive function in Multiple Sclerosis
Silvan Pless, Tim Woelfle, Johannes Lorscheider, et al.
Journal of Neurology (2025) Vol. 272, Iss. 2
Open Access | Times Cited: 1

Project Synergy: co‐designing technology‐enabled solutions for Australian mental health services reform
Ian B. Hickie, Tracey A Davenport, Jane Burns, et al.
The Medical Journal of Australia (2019) Vol. 211, Iss. S7
Open Access | Times Cited: 73

Digital Gaming Interventions in Psychiatry: Evidence, Applications and Challenges
Bhavika Vajawat, Prateek Varshney, Debanjan Banerjee
Psychiatry Research (2020) Vol. 295, pp. 113585-113585
Closed Access | Times Cited: 60

Recommendations for Implementing Gamification for Mental Health and Wellbeing
Vanessa Wan Sze Cheng
Frontiers in Psychology (2020) Vol. 11
Open Access | Times Cited: 55

Understanding the dark side of gamification health management: A stress perspective
Hualong Yang, Dan Li
Information Processing & Management (2021) Vol. 58, Iss. 5, pp. 102649-102649
Closed Access | Times Cited: 53

Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING)
Simon Warsinsky, Manuel Schmidt-Kraepelin, Sascha Rank, et al.
Journal of Medical Internet Research (2021) Vol. 23, Iss. 9, pp. e30390-e30390
Open Access | Times Cited: 48

Psychiatry in the Digital Age: A Blessing or a Curse?
Carl B. Roth, Andreas Papassotiropoulos, Annette Beatrix Brühl, et al.
International Journal of Environmental Research and Public Health (2021) Vol. 18, Iss. 16, pp. 8302-8302
Open Access | Times Cited: 46

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

Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis
Ingjerd J Straand, Asbjørn Følstad, Jone Bjørnestad
JMIR Human Factors (2024) Vol. 11, pp. e44423-e44423
Open Access | Times Cited: 7

Promoting mental health in children and adolescents through digital technology: a systematic review and meta-analysis
Tianjiao Chen, Jingyi Ou, Gege Li, et al.
Frontiers in Psychology (2024) Vol. 15
Open Access | Times Cited: 7

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