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 2021-05-01 to 2025-05-01.)
ArticleCitations
Disruptions, technologically convergent factors and creative activities: defining and delineating musical stuff109
Video game structural layers for narrative design and articulation43
Heritage values, digital storytelling, and heritage communication: the exploration of cultural heritage sites in virtual environments25
A bibliometric analysis of cultural and creative industries in the field of arts and humanities16
Soundscape fiction: designing and situating sonic design fiction to stimulate the imagination16
Digital prototyping, open design, and sustainability in industrial design education: a case study13
Immersive storytelling experiences: a design methodology10
Beyond replication: enhancing glove puppetry learning experience through multiple forms of virtual puppetry approaches9
Experimenting with non-fiction VR storytelling: micronarrative, abstraction and interactive navigation. The case of In Pieces VR6
The architecture exhibition as a stage of mediated narratives6
A systematic review of virtual brainstorming from the perspective of creativity: affordances, framework, and outlook5
The Boca Bauhaus Marcel Breuer, BRiC and Lynn University’s NFT museum5
The NFT memento: digital thingness and NFTs in exhibition design4
Imaginings of digital disconnectivity. How do emerging adults envision mobile applications for technology self-regulation?4
The Cacheian Objectile: design fictions of the furnishing of territories4
The role of virtual reality technology in conceptual design: positioning, applications, and value3
Creativity and opportunity: how COVID-19 fosters digital dance education3
Reading computer-generated texts: examining code as a reading strategy3
From concept to space: a new perspective on AIGC-involved attribute translation3
Easiness and amount. Contribution of digitalization to the act of listening and its possibilities3
Tracing (in)visibilising practices: engaging with simulations for architecture and spatial planning3
Troubleshooting as a method in COVID-19 times: smart home ethnographies and remote aged care innovation3
Synchronizing multi-perspectival data of children’s digital play at home3
0.020218133926392