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
Imaginings of digital disconnectivity. How do emerging adults envision mobile applications for technology self-regulation?7
The Boca Bauhaus Marcel Breuer, BRiC and Lynn University’s NFT museum7
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
From concept to space: a new perspective on AIGC-involved attribute translation3
Slots and epochs: Ethereum alignment in the State Machine One (SMO) gigalopolis3
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
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