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:

Awareness, Prevention, Detection, and Therapy Applications for Depression and Anxiety in Serious Games for Children and Adolescents: Systematic Review
Kim Martínez, Isabel Menéndez Menéndez, Andrés Bustillo
JMIR Serious Games (2021) Vol. 9, Iss. 4, pp. e30482-e30482
Open Access | Times Cited: 33

Showing 1-25 of 33 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: 108

A systematic review of virtual 3D reconstructions of Cultural Heritage in immersive Virtual Reality
Bruno Rodríguez-Garcia, Henar Guillen-Sanz, David Checa, et al.
Multimedia Tools and Applications (2024)
Open Access | Times Cited: 15

Exploring the Combination of Serious Games, Social Interactions, and Virtual Reality in Adolescents with ASD: A Scoping Review
Fabrizio Stasolla, Enza Curcio, Anna Passaro, et al.
Technologies (2025) Vol. 13, Iss. 2, pp. 76-76
Open Access | Times Cited: 1

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

Effects of Serious Games on Depression in Older Adults: Systematic Review and Meta-analysis of Randomized Controlled Trials
Yesol Kim, Soomin Hong, Mona Choi
Journal of Medical Internet Research (2022) Vol. 24, Iss. 9, pp. e37753-e37753
Open Access | Times Cited: 24

Designing and evaluating Reto Global, a serious video game for supporting global warming awareness
Jorge Barcena-Vazquez, Karina Caro, Karina Bermudez, et al.
International Journal of Human-Computer Studies (2023) Vol. 177, pp. 103080-103080
Closed Access | Times Cited: 13

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

NeuroApp, serious games for enhancing neuroscience learning in undergraduate students: A pilot study
Daniel Burguera-Bernalte, José‐Antonio Gil‐Gómez, Rosa Redolat, et al.
Entertainment Computing (2025), pp. 100943-100943
Closed Access

Effectiveness of digital games promoting young people's mental health: A review of reviews
Clara Vié, Kyllian Govindin-Ramassamy, Dimitri Thellier, et al.
Digital Health (2024) Vol. 10
Open Access | Times Cited: 3

Analysis of The Feasibility of Digital Therapeutic Interventions in the Treatment of Anxiety in Young People: An Integrative Literature Review
Lucas Martins Silva, Maria Isabel Quaranta Lobão dos Santos, Karla de Oliveira Silva, et al.
Revista de Gestão Social e Ambiental (2025) Vol. 19, Iss. 4, pp. e011980-e011980
Closed Access

A New Measure for Serious Games Evaluation: Gaming Educational Balanced (GEB) Model
Kim Martínez, Isabel Menéndez Menéndez, Andrés Bustillo
Applied Sciences (2022) Vol. 12, Iss. 22, pp. 11757-11757
Open Access | Times Cited: 16

Cultural applicability and desirability of ‘Broodles’: The first serious game intervention for siblings of children with disabilities
Linda K. M. Veerman, Krister W. Fjermestad, Torun M. Vatne, et al.
PEC Innovation (2024) Vol. 4, pp. 100277-100277
Open Access | Times Cited: 2

Digital Psychotherapies for Adults Experiencing Depressive Symptoms: Systematic Review and Meta-Analysis (Preprint)
Joanna Omylinska‐Thurston, Supritha Aithal, Shaun Liverpool, et al.
JMIR Mental Health (2024) Vol. 11, pp. e55500-e55500
Open Access | Times Cited: 2

Towards learner performance evaluation in iVR learning environments using eye-tracking and Machine-learning
Ana Serrano-Mamolar, Ines Miguel-Alonso, David Checa, et al.
Comunicar (2023) Vol. 31, Iss. 76
Open Access | Times Cited: 5

IREX: Iterative Refinement and Explanation of classification models for tabular datasets
Cristian E. Sosa-Espadas, Mauricio Gabriel Orozco-del-Castillo, Nora Leticia Cuevas-Cuevas, et al.
SoftwareX (2023) Vol. 23, pp. 101420-101420
Open Access | Times Cited: 4

Are Virtual Reality Serious Games Safe for Children? Design Keys to Avoid Motion Sickness and Visual Fatigue
Kim Martínez, David Checa
Lecture notes in computer science (2023), pp. 367-377
Closed Access | Times Cited: 2

Evergreen: An existential video game to increase the indices associated with existential thinking in the audience
Faranak Khodakarami, Yoones A. Sekhavat, Fereshteh Alizadeh
Entertainment Computing (2024) Vol. 50, pp. 100679-100679
Closed Access

A Serious Game for Promoting Knowledge about Suicidal Thoughts for Students at Higher Education
Thomas Bjørner, Sofie Daniel Andersen, Emilie Sommer, et al.
(2024), pp. 342-349
Closed Access

The development of ReGoal, a serious mobile game for young people with conduct problems*
Maria Livanou, Ifigeneia Manitsa, Vedad Hulusić, et al.
Behaviour and Information Technology (2024), pp. 1-27
Open Access

Preventing mental illness in children that experienced maltreatment the efficacy of REThink online therapeutic game
Daniel David, Liviu A. Fodor
npj Digital Medicine (2023) Vol. 6, Iss. 1
Open Access | Times Cited: 1

Storytelling Games for General Anxiety: Clinician Perspectives on Walking Simulator Games as Intervention
Cristobal Catalan, Lina Gega, Jonathan Hook
Proceedings of the ACM on Human-Computer Interaction (2024) Vol. 8, Iss. CHI PLAY, pp. 1-24
Open Access

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