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:

Feasibility and Acceptance of Augmented and Virtual Reality Exergames to Train Motor and Cognitive Skills of Elderly
Christos Goumopoulos, Emmanouil Drakakis, Dimitris Gklavakis
Computers (2023) Vol. 12, Iss. 3, pp. 52-52
Open Access | Times Cited: 12

Showing 12 citing articles:

Born to Run, Programmed to Play: Mapping the Extended Reality Exergames Landscape
Sukran Karaosmanoglu, Sebastian Cmentowski, Lennart E. Nacke, et al.
(2024), pp. 1-28
Open Access | Times Cited: 16

Breaking the Isolation: Exploring the Impact of Passthrough in Shared Spaces on Player Performance and Experience in VR Exergames
Zixuan Guo, Hongyu Wang, Hanxiao Deng, et al.
IEEE Transactions on Visualization and Computer Graphics (2024) Vol. 30, Iss. 5, pp. 2580-2590
Open Access | Times Cited: 5

Ageing in the digital age: what drives virtual reality technology adoption among older adults?
Siu Shing Man, Junyu Wang, Alan H. S. Chan, et al.
Ergonomics (2025), pp. 1-15
Closed Access

Feasibility of Augmented Reality-Based Cognitive Training for Older Adults: The MarketMind AR Approach
Konstantinos Kakoutopoulos, Emmanouil Drakakis, Αναστασία Παπαδοπούλου, et al.
Sensors (2025) Vol. 25, Iss. 7, pp. 2081-2081
Open Access

Enhancing cognition in older adults with Interactive Wall Exergames: (why) does it work?
Clelia Carrubba, Marta Maria Torre, Antoine Langeard, et al.
Research Square (Research Square) (2025)
Closed Access

A Full-Body IMU-Based Motion Dataset of Daily Tasks by Older and Younger Adults
Loreen Pogrzeba, Evelyn Muschter, Simon Hanisch, et al.
Scientific Data (2025) Vol. 12, Iss. 1
Open Access

Gamified Exercise in Virtual Reality: A Novel Intervention for Enhancing Mental Health and Reducing Suicidal Ideation in Older Adults
Yunqiu Dong, Hossein Faridniya, Zinat Ebrahimi, et al.
Healthcare (2025) Vol. 13, Iss. 8, pp. 859-859
Open Access

Technological Features of Immersive Virtual Reality Systems for Upper Limb Stroke Rehabilitation: A Systematic Review
Chala Diriba, Teklu Gemechu Abessa, Dheeraj Lamba, et al.
Sensors (2024) Vol. 24, Iss. 11, pp. 3546-3546
Open Access | Times Cited: 2

Potentials of Digital Healthcare for Healthy Aging
Anandhi Ramachandran, Shikha Bassi, Aditi Sinha
Advances in healthcare information systems and administration book series (2024), pp. 239-270
Closed Access | Times Cited: 1

Home-Based, Low-Intensity, Gamification-Based, Interactive Physical-Cognitive Training for Older Adults Using the ADDIE Model: Design, Development, and Evaluation of User Experience
Teerawat Kamnardsiri, Sirintip Kumfu, Peeraya Munkhetvit, et al.
JMIR Serious Games (2024) Vol. 12, pp. e59141-e59141
Open Access | Times Cited: 1

A Machine-Learning-Based Motor and Cognitive Assessment Tool Using In-Game Data from the GAME2AWE Platform
Michail Danousis, Christos Goumopoulos
Informatics (2023) Vol. 10, Iss. 3, pp. 59-59
Open Access | Times Cited: 2

Learning Curve and Acceptability for Immersive VR Exergame Intervention Among Community-Dwelling Elderly Individuals in Shanghai: A Pilot Study
Jing Cao, Ling Yue, Si‐ming Li, et al.
Lecture notes in computer science (2024), pp. 158-175
Closed Access

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