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:

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

Showing 1-25 of 48 citing articles:

Serious Games and Gamification in Healthcare: A Meta-Review
Robertas Damaševičius, Rytis Maskeliūnas, Tomas Blažauskas
Information (2023) Vol. 14, Iss. 2, pp. 105-105
Open Access | Times Cited: 105

Therapeutic use of serious games in mental health: scoping review
Alice M Dewhirst, Richard Laugharne, Rohit Shankar
BJPsych Open (2022) Vol. 8, Iss. 2
Open Access | Times Cited: 46

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review
Xiting Huang, Xinyue Xiang, Yang Liu, et al.
JMIR Serious Games (2023) Vol. 11, pp. e39019-e39019
Open Access | Times Cited: 14

The regulatory status of health apps that employ gamification
Oscar Freyer, Kamil J. Wrona, Quentin de Snoeck, et al.
Scientific Reports (2024) Vol. 14, Iss. 1
Open Access | Times Cited: 4

Effective engagement in computerized cognitive training for older adults
Anna Luiza Guimarães, Feng Lin, Rogério Panizzutti, et al.
Ageing Research Reviews (2025), pp. 102650-102650
Closed Access

Enhancing digital healthcare through gamification: Cyberpsychology advancements in the Asia-Pacific
Chin Ike Tan, Brian Kee Mun Wong, Andrew Campbell
Elsevier eBooks (2025), pp. 99-119
Closed Access

Using Gamification to Overcome Innovation Process Challenges
M. Pavithra, G. Ramya
Advances in healthcare information systems and administration book series (2025), pp. 287-306
Closed Access

The use of serious games for psychological education and training: a systematic review
Antonio Pio Facchino, Daniela Marchetti, Marco Colasanti, et al.
Frontiers in Education (2025) Vol. 10
Open Access

The Design and Evaluation of a Mental Health Educational App for Paternal Postpartum Depression
Pavankumar Mulgund, Yafang Li, Raghvendra K. Singh, et al.
International Journal of Human-Computer Interaction (2025), pp. 1-20
Closed Access

Managing Food Waste Through Gamification and Serious Games: A Systematic Literature Review
Ezequiel França dos Santos, Catarina Sevivas, Vı́tor Carvalho
Information (2025) Vol. 16, Iss. 3, pp. 246-246
Open Access

Virtual reality effects on balance and mobility in people with Parkinson's disease: A systematic review with meta-analysis
Alexis Lheureux, Thierry Lejeune, Andrew M. Simons, et al.
Annals of Physical and Rehabilitation Medicine (2025) Vol. 68, Iss. 6, pp. 101967-101967
Closed Access

Enhancing Knowledge Retention in Medical Education Through Escape Box Games
Anya Ramsamooj, Jean Shanaa, Ethan Bernstein, et al.
Cureus (2025)
Open Access

A proof-of-concept study exploring the effects of impulsivity on a gamified version of the stop-signal task in children
Ruth Gallagher, Klaus Kessler, Jessica Bramham, et al.
Frontiers in Psychology (2023) Vol. 14
Open Access | Times Cited: 9

The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment
Lauri Lukka, J. Matias Palva
JMIR Serious Games (2023) Vol. 11, pp. e42173-e42173
Open Access | Times Cited: 9

Measuring digital intervention user experience with a novel ecological momentary assessment (EMA) method, CORTO
Lauri Lukka, Veli‐Matti Karhulahti, Vilma-Reetta Bergman, et al.
Internet Interventions (2024) Vol. 35, pp. 100706-100706
Open Access | Times Cited: 3

The regulatory status of health apps that employ serious games and gamification
Stephen Gilbert, Oscar Freyer, Kamil J. Wrona, et al.
Research Square (Research Square) (2024)
Open Access | Times Cited: 3

Attraction and achievement as 2 attributes of gamification in healthcare: an evolutionary concept analysis
Hyun Kyoung Kim
Journal of Educational Evaluation for Health Professions (2024) Vol. 21, pp. 10-10
Open Access | Times Cited: 3

Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study
Mélanie Suppan, Loric Stuby, Stephan Harbarth, et al.
JMIR Serious Games (2021) Vol. 9, Iss. 4, pp. e33003-e33003
Open Access | Times Cited: 15

The Effects of Serious Games on Cardiopulmonary Resuscitation Training and Education: Systematic Review With Meta-Analysis of Randomized Controlled Trials
Pengfei Cheng, Yangxi Huang, Pengyu Yang, et al.
JMIR Serious Games (2023) Vol. 12, pp. e52990-e52990
Open Access | Times Cited: 5

Implementation of game‐based training in oral rehabilitation of edentulous patients in an undergraduate dental course
Naomi Tuil, Géraldine Lescaille, L. Jordan, et al.
Journal of Dental Education (2022) Vol. 87, Iss. 3, pp. 364-373
Open Access | Times Cited: 8

A mapping of the kinds of work activities and other productive uses inspired by play or games
Stéphane Goria
Journal of Games Game Art and Gamification (2023) Vol. 7, Iss. 2, pp. 29-37
Open Access | Times Cited: 4

Game Changer: Is Palliative Care Ready for Games?
Desiree R. Azizoddin, Teresa Hagan Thomas
JCO Clinical Cancer Informatics (2022), Iss. 6
Open Access | Times Cited: 6

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