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:

Ethics of Gamification in Health and Fitness-Tracking
Chirag Arora, Maryam Razavian
International Journal of Environmental Research and Public Health (2021) Vol. 18, Iss. 21, pp. 11052-11052
Open Access | Times Cited: 26

Showing 1-25 of 26 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

Gamificación en la gestión de salud personal: un enfoque en apps móviles
Jhossmar Cristians Auza-Santiváñez, José Alejandro Carías Díaz, Óscar Vedia, et al.
Gamification and Augmented Reality. (2024) Vol. 2, pp. 31-31
Open Access | Times Cited: 23

Smart Devices for Health and Wellness Applied to Tele-Exercise: An Overview of New Trends and Technologies Such as IoT and AI
Antonio Fabbrizio, Alberto Fucarino, Manuela Eliane Anna Cantoia, et al.
Healthcare (2023) Vol. 11, Iss. 12, pp. 1805-1805
Open Access | Times Cited: 36

Ethical issues in the adoption and use of gamified library services: A narrative review and future research directions
Ismail Olatunji Adeyemi
Business Information Review (2025)
Closed Access | Times Cited: 1

Gamification and customer experience in online retail: a qualitative study focusing on ethical perspective
Sheetal Sheetal, Rimjim Tyagi, Gursimranjit Singh
Asian Journal of Business Ethics (2022) Vol. 12, Iss. 1, pp. 49-69
Open Access | Times Cited: 24

Gamification improves learning: Experience in a training activity of computer programming in higher education
Rafael Mellado, Claudio Cubillos
Journal of Computer Assisted Learning (2024) Vol. 40, Iss. 4, pp. 1959-1973
Closed Access | Times Cited: 3

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

Digital Fitness Revolution: User Perspectives on Fitbit’s Role in Health Management
Seong-bin Jang, Minseong Kim
Behavioral Sciences (2025) Vol. 15, Iss. 2, pp. 231-231
Open Access

Gamification in Public Health: The Dark, Bright and Grey Side
Barbara Buchberger
Springer eBooks (2025), pp. 173-201
Closed Access

Gamification, Side Effects, and Praise and Blame for Outcomes
Sven Nyholm
Minds and Machines (2024) Vol. 34, Iss. 1
Open Access | Times Cited: 2

Immersive interfaces for clinical applications: current status and future perspective
Naïg Aurélia Ludmilla Chenais, Arno Görgen
Frontiers in Neurorobotics (2024) Vol. 18
Open Access | Times Cited: 2

Gamified Digital Mental Health Interventions for Young People: Scoping Review of Ethical Aspects During Development and Implementation
Wanda Spahl, Valeria Motta, Kate Woodcock, et al.
JMIR Serious Games (2024) Vol. 12, pp. e64488-e64488
Open Access | Times Cited: 2

Ethical Considerations in Gamified Interactive Marketing Praxis
Samaan Al‐Msallam, Nannan Xi, Juho Hamari
Springer eBooks (2023), pp. 963-985
Closed Access | Times Cited: 6

Gamification in mobile applications: techniques, benefits and challenges
Mariana Oliveira, António Abelha, Regina Sousa, et al.
Procedia Computer Science (2024) Vol. 251, pp. 678-683
Open Access | Times Cited: 1

Be Mindful of User Preferences: An Explorative Study on Game Design Elements in Mindfulness Applications
Fred Riggins, Samuel Fosso Wamba
Proceedings of the ... Annual Hawaii International Conference on System Sciences/Proceedings of the Annual Hawaii International Conference on System Sciences (2024)
Open Access | Times Cited: 1

An Exploration of Swedish Adolescents’ Experiences of Mobile Apps for Physical Activity
Angelica Olander, Jenny Wilhelmsson, Paul Davis, et al.
Psihologijske teme (2024) Vol. 33, Iss. 1, pp. 91-114
Open Access | Times Cited: 1

The dark side of gamification: an experimental study on digital fitness apps
Zhijian Bai, Cheng Xu, Aimaitijiang Ailikamujiang, et al.
Kybernetes (2024)
Closed Access | Times Cited: 1

Positive and Negative Impacts of Gamification on the Fitness Industry
Fezile Özdamlı, Fulbert Milrich
European Journal of Investigation in Health Psychology and Education (2023) Vol. 13, Iss. 8, pp. 1411-1422
Open Access | Times Cited: 3

Designing immersive interfaces for clinical applications
Naïg Aurélia Ludmilla Chenais, Arno Görgen
(2024)
Open Access

Gamification in E-learning: Bridging Educational Gaps in Developing Countries
Khalid Ghoulam, Belaid Bouikhalene, Abdelghani Babori, et al.
International Journal of Advanced Corporate Learning (iJAC) (2024) Vol. 17, Iss. 1, pp. 85-95
Open Access

Elevating Student Motivation: Constructing a Gamified Massive Open Online Courses using the MARC Framework
Rujianto Eko Saputro, Sazilah Salam
Journal of Education Technology (2024) Vol. 8, Iss. 1, pp. 154-164
Open Access

Potential Adverse Effects Caused by Gamification Elements in mHealth Apps
Ivan Rocha, Milene Selbach Silveira
Journal of the Brazilian Computer Society (2024) Vol. 30, Iss. 1, pp. 608-620
Open Access

Gamified Success
Zidan Kachhi
Advances in media, entertainment and the arts (AMEA) book series (2024), pp. 157-176
Closed Access

Page 1 - Next Page

Scroll to top