Digital Creativity

Papers
(The TQCC of Digital Creativity is 3. The table below lists those papers that are above that threshold based on CrossRef citation counts [max. 250 papers]. The publications cover those that have been published in the past four years, i.e., from 2021-07-01 to 2025-07-01.)
ArticleCitations
A knotwork for alternative AI: pursuing community-centred and co-creative technological practices126
Disruptions, technologically convergent factors and creative activities: defining and delineating musical stuff47
Soundscape fiction: designing and situating sonic design fiction to stimulate the imagination27
Video game structural layers for narrative design and articulation18
Heritage values, digital storytelling, and heritage communication: the exploration of cultural heritage sites in virtual environments17
A bibliometric analysis of cultural and creative industries in the field of arts and humanities14
Digital prototyping, open design, and sustainability in industrial design education: a case study14
Immersive storytelling experiences: a design methodology9
Beyond replication: enhancing glove puppetry learning experience through multiple forms of virtual puppetry approaches8
The Boca Bauhaus Marcel Breuer, BRiC and Lynn University’s NFT museum7
Imaginings of digital disconnectivity. How do emerging adults envision mobile applications for technology self-regulation?7
A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook6
Experimenting with non-fiction VR storytelling: micronarrative, abstraction and interactive navigation. The case of In Pieces VR6
The Cacheian Objectile: design fictions of the furnishing of territories5
The NFT memento: digital thingness and NFTs in exhibition design5
The architecture exhibition as a stage of mediated narratives5
The role of virtual reality technology in conceptual design: positioning, applications, and value4
The reservoir effect: the role of GenAI based conversational agents in participatory futures4
Reading computer-generated texts: examining code as a reading strategy3
Troubleshooting as a method in COVID-19 times: smart home ethnographies and remote aged care innovation3
Easiness and amount. Contribution of digitalization to the act of listening and its possibilities3
Creativity and opportunity: how COVID-19 fosters digital dance education3
Tracing (in)visibilising practices: engaging with simulations for architecture and spatial planning3
From concept to space: a new perspective on AIGC-involved attribute translation3
Slots and epochs: Ethereum alignment in the State Machine One (SMO) gigalopolis3
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