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:

What role can videogames play in the COVID-19 pandemic?
Hannah R. Marston, Rachel Kowert
Emerald Open Research (2020) Vol. 2, pp. 34-34
Open Access | Times Cited: 32

Showing 1-25 of 32 citing articles:

Existential vs. essential mobilities: insights from before, during and after a crisis
Noël B. Salazar
Mobilities (2021) Vol. 16, Iss. 1, pp. 20-34
Open Access | Times Cited: 73

Need satisfaction, passion and wellbeing effects of videogame play prior to and during the COVID-19 pandemic
Jessica Formosa, Daniel Johnson, Selen Türkay, et al.
Computers in Human Behavior (2022) Vol. 131, pp. 107232-107232
Open Access | Times Cited: 49

Playing Apart Together: Young People’s Online Gaming During the COVID-19 Lockdown
Tea Torbenfeldt Bengtsson, Louise Høyer Bom, Lars Fynbo
Young (2021) Vol. 29, Iss. 4_suppl, pp. S65-S80
Open Access | Times Cited: 37

Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19
Becky K White, Annegret Martin, James White
The Lancet Regional Health - Western Pacific (2022) Vol. 35, pp. 100528-100528
Open Access | Times Cited: 23

Families Playing Animal Crossing Together: Coping With Video Games During the COVID-19 Pandemic
Katy E. Pearce, Jason Yip, Jin Ha Lee, et al.
Games and Culture (2021) Vol. 17, Iss. 5, pp. 773-794
Open Access | Times Cited: 32

An Escape Game on university students’ mental health during the Covid-19 pandemic: co-creation study (Preprint)
David Labrosse, Clara Vié, Hana Hajjam, et al.
JMIR Serious Games (2024) Vol. 12, pp. e48545-e48545
Open Access | Times Cited: 4

Digital Games as Safe Places: The Case of Animal Crossing
Cátia Ferreira, Carla Ganito, Soraia Gonçalves
Open Cultural Studies (2025) Vol. 9, Iss. 1
Open Access

Influence of household virtual reality products on emotions during the COVID-19 pandemic: a semantic network analysis
Dong Liu, Yu Peng Zhu, Sang Wook Son, et al.
Humanities and Social Sciences Communications (2025) Vol. 12, Iss. 1
Open Access

Pratiques de loisirs des joueurs de jeu vidéo
Eric mathieu Doucet, Francis Bourgoin, Marc Leblanc
Loisir et Société / Society and Leisure (2025), pp. 1-16
Closed Access

Self-determination theory approach to understanding the impact of videogames on wellbeing during COVID-19 restrictions
Selen Türkay, Allan Lin, Daniel Johnson, et al.
Behaviour and Information Technology (2022) Vol. 42, Iss. 11, pp. 1720-1739
Closed Access | Times Cited: 16

A large-scale study of changes to the quantity, quality, and distribution of video game play during a global health pandemic.
Matti Vuorre, David Zendle, Elena Petrovskaya, et al.
Technology Mind and Behavior (2021) Vol. 2, Iss. 4
Open Access | Times Cited: 23

Digital Practices by Citizens During the COVID-19 Pandemic: Findings From an International Multisite Study
Hannah R. Marston, Pei‐Chun Ko, Vishnunarayan Girishan Prabhu, et al.
JMIR Mental Health (2023) Vol. 10, pp. e41304-e41304
Open Access | Times Cited: 6

EEG based stress analysis using rhythm specific spectral feature for video game play
Shidhartho Roy, Monira Islam, Md. Salah Uddin Yusuf, et al.
Computers in Biology and Medicine (2022) Vol. 148, pp. 105849-105849
Open Access | Times Cited: 9

Pandemic rhythms: Adults’ gaming in Finland during the spring 2020 COVID-19 restrictions
Mikko Meriläinen
Convergence The International Journal of Research into New Media Technologies (2022) Vol. 28, Iss. 6, pp. 1679-1698
Open Access | Times Cited: 9

The (Possible) Future of Cyborg Healthcare: Depictions of Disability in Cyberpunk 2077
Alice Fox
Science as Culture (2021) Vol. 30, Iss. 4, pp. 591-597
Closed Access | Times Cited: 12

IoT-Powered Monitoring Systems for Geriatric Healthcare: Overview
Alexey Petrushin, Marco Freddolini, Giacinto Barresi, et al.
Studies in computational intelligence (2022), pp. 99-122
Closed Access | Times Cited: 8

Daily routine and habits during COVID-19 lockdown in Italy: An observational survey
Yuri Maritan, Diletta Maria Pisaniello, Annalisa Belvedere, et al.
British Journal of Occupational Therapy (2022) Vol. 86, Iss. 3, pp. 215-235
Open Access | Times Cited: 5

Playing the video games during COVID-19 pandemic and its effects on player's well-being
Samar Noaman, Amer Ibrahim, Liaqat Ali, et al.
2022 International Conference on Business Analytics for Technology and Security (ICBATS) (2023), pp. 1-5
Closed Access | Times Cited: 2

Expressive art therapies for treating online games addiction in COVID-19 outbreak: Why are they important?
Dominikus David Biondi Situmorang
Ethics Medicine and Public Health (2021) Vol. 18, pp. 100691-100691
Open Access | Times Cited: 5

Older adults and use of video games
Sacramento Pinazo Hernandis, Rosa Redolat, Antonio Víctor Martín‐García, et al.
Innovation The European Journal of Social Science Research (2024), pp. 1-17
Closed Access

Mobile Gamers versus Non-gamer students’ endurance levels via Beep and 3-minute step test
Joseph Lobo, Bryan Dale Bernardo
Pedagogy of Physical Culture and Sports (2023) Vol. 27, Iss. 1, pp. 54-62
Open Access | Times Cited: 1

The Next Challenges for Measuring Organizational Behavior Constructs
Ronald Fischer, Johannes Alfons Karl
Springer eBooks (2021), pp. 263-282
Closed Access | Times Cited: 2

Spike in electronic sports during the coronavirus disease pandemic
Neha Singh
Elsevier eBooks (2021), pp. 273-280
Closed Access | Times Cited: 1

Page 1 - Next Page

Scroll to top