OpenAlex Citation Counts

OpenAlex Citations Logo

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:

Serious Games and Gamification for Mental Health: Current Status and Promising Directions
Theresa Fleming, Lynda Bavin, Karolina Stasiak, et al.
Frontiers in Psychiatry (2017) Vol. 7
Open Access | Times Cited: 497

Showing 1-25 of 497 citing articles:

Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning
Jeanine Krath, Linda Schürmann, Harald F. O. von Korflesch
Computers in Human Behavior (2021) Vol. 125, pp. 106963-106963
Open Access | Times Cited: 556

Mental Health Mobile Apps for Preadolescents and Adolescents: A Systematic Review
Rebecca Grist, Joanna C. Porter, Paul Stallard
Journal of Medical Internet Research (2017) Vol. 19, Iss. 5, pp. e176-e176
Open Access | Times Cited: 505

Seven HCI Grand Challenges
Constantine Stephanidis, Gavriel Salvendy, Margherita Antona, et al.
International Journal of Human-Computer Interaction (2019) Vol. 35, Iss. 14, pp. 1229-1269
Open Access | Times Cited: 406

Healthy play, better coping: The importance of play for the development of children in health and disease
Sanne L. Nijhof, Christiaan H. Vinkers, Stefan M. van Geelen, et al.
Neuroscience & Biobehavioral Reviews (2018) Vol. 95, pp. 421-429
Open Access | Times Cited: 262

Is clinical virtual reality ready for primetime?
Albert Rizzo, Sebastian Koenig
Neuropsychology (2017) Vol. 31, Iss. 8, pp. 877-899
Closed Access | Times Cited: 261

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

Gaming for Earth: Serious games and gamification to engage consumers in pro-environmental behaviours for energy efficiency
Luca Morganti, Federica Pallavicini, Elena Cadel, et al.
Energy Research & Social Science (2017) Vol. 29, pp. 95-102
Closed Access | Times Cited: 203

Gamification and serious games: A literature meta-analysis and integrative model
Gonçalo Baptista, Tiago Oliveira
Computers in Human Behavior (2018) Vol. 92, pp. 306-315
Open Access | Times Cited: 198

Video Games for Well-Being: A Systematic Review on the Application of Computer Games for Cognitive and Emotional Training in the Adult Population
Federica Pallavicini, Ambra Ferrari, Fabrizia Mantovani
Frontiers in Psychology (2018) Vol. 9
Open Access | Times Cited: 163

Potential Applications of Social Robots in Robot-Assisted Interventions for Social Anxiety
Samira Rasouli, Garima Gupta, Elizabeth S. Nilsen, et al.
International Journal of Social Robotics (2022) Vol. 14, Iss. 5, pp. 1-32
Open Access | Times Cited: 75

Transparency in persuasive technology, immersive technology, and online marketing: Facilitating users’ informed decision making and practical implications
Ruijie Wang, Reece D. Bush-Evans, Emily Arden‐Close, et al.
Computers in Human Behavior (2022) Vol. 139, pp. 107545-107545
Open Access | Times Cited: 71

Advances in the use of virtual reality to treat mental health conditions
Imogen Bell, Roos Pot-Kolder, Albert Rizzo, et al.
Nature Reviews Psychology (2024) Vol. 3, Iss. 8, pp. 552-567
Closed Access | Times Cited: 22

Are Psychotherapies for Young People Growing Stronger? Tracking Trends Over Time for Youth Anxiety, Depression, Attention-Deficit/Hyperactivity Disorder, and Conduct Problems
John R. Weisz, Sofie Kuppens, Mei Yi Ng, et al.
Perspectives on Psychological Science (2018) Vol. 14, Iss. 2, pp. 216-237
Closed Access | Times Cited: 153

Use of the Principles of Design Thinking to Address Limitations of Digital Mental Health Interventions for Youth: Viewpoint
Hanneke Scholten, Isabela Granic
Journal of Medical Internet Research (2018) Vol. 21, Iss. 1, pp. e11528-e11528
Open Access | Times Cited: 131

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

Acceptability and Utility of an Open-Access, Online Single-Session Intervention Platform for Adolescent Mental Health
Jessica L. Schleider, Mallory Dobias, Jenna Sung, et al.
JMIR Mental Health (2020) Vol. 7, Iss. 6, pp. e20513-e20513
Open Access | Times Cited: 125

Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review
Darius Zayeni, Jean‐Philippe Raynaud, Alexis Revet
Frontiers in Psychiatry (2020) Vol. 11
Open Access | Times Cited: 109

Gamification for Older Adults: A Systematic Literature Review
Jonna Koivisto, Aqdas Malik
The Gerontologist (2020) Vol. 61, Iss. 7, pp. e360-e372
Open Access | Times Cited: 109

Practitioner Review: Anxiety disorders in children and young people – assessment and treatment
Cathy Creswell, Polly Waite, Jennifer L. Hudson
Journal of Child Psychology and Psychiatry (2020) Vol. 61, Iss. 6, pp. 628-643
Open Access | Times Cited: 105

Designing the Future of Children’s Mental Health Services
Aaron R. Lyon, Alex R. Dopp, Stephanie K. Brewer, et al.
Administration and Policy in Mental Health and Mental Health Services Research (2020) Vol. 47, Iss. 5, pp. 735-751
Open Access | Times Cited: 100

Serious Games, Gamification, and Serious Mental Illness: A Scoping Review
Martin Fitzgerald, Gemma Ratcliffe
Psychiatric Services (2019) Vol. 71, Iss. 2, pp. 170-183
Open Access | Times Cited: 91

Gamification in tourism and hospitality research in the era of digital platforms: a systematic literature review
Maria Giovina Pasca, Maria Francesca Renzi, Laura Di Pietro, et al.
Journal of Service Theory and Practice (2021) Vol. 31, Iss. 5, pp. 691-737
Open Access | Times Cited: 86

Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy
Philip Lindner
International Journal of Cognitive Therapy (2020) Vol. 14, Iss. 1, pp. 23-46
Open Access | Times Cited: 79

Page 1 - Next Page

Scroll to top