Digital Creativity
Published by Taylor & Francis
ISSN : 1462-6268 eISSN : 1744-3806
Abbreviation : Digit. Creativity
Aims & Scope
Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies.
It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines.
These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design.
The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
View Aims & ScopeMetrics & Ranking
Impact Factor
Year | Value |
---|---|
2025 | 2.7 |
2024 | 1.30 |
SJR (SCImago Journal Rank)
Year | Value |
---|---|
2024 | 0.575 |
Quartile
Year | Value |
---|---|
2024 | Q1 |
h-index
Year | Value |
---|---|
2024 | 31 |
Journal Rank
Year | Value |
---|---|
2024 | 10085 |
Journal Citation Indicator
Year | Value |
---|---|
2024 | 184 |
Impact Factor Trend
Abstracting & Indexing
Journal is indexed in leading academic databases, ensuring global visibility and accessibility of our peer-reviewed research.
Subjects & Keywords
Journal’s research areas, covering key disciplines and specialized sub-topics in Arts and Humanities and Computer Science, designed to support cutting-edge academic discovery.
Most Cited Articles
The Most Cited Articles section features the journal's most impactful research, based on citation counts. These articles have been referenced frequently by other researchers, indicating their significant contribution to their respective fields.
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Using artificial intelligence in craft education: crafting with text-to-image generative models
Citation: 148
Authors: Henriikka, Matti
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Cheerleaders/booth babes/<i>Halo</i>hoes: pro-gaming, gender and jobs for the boys
Citation: 87
Authors: Nicholas, Jen, Suzanne
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Applied virtual environments to support learning of social interaction skills in users with Asperger's Syndrome
Citation: 69
Authors: Sue, Luke, Richard, Tony, Steven, Helen, Sarah, Steve, Eileen, Peter, Gail, John
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Living media interfaces: a multi-perspective analysis of biological materials for interaction
Citation: 68
Authors: Timothy, Foad, Mirela, Marta
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The aesthetic turn: unravelling recent aesthetic approaches to human-computer interaction
Citation: 62
Authors: Lars Erik, Anker Helms
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Making things in Fab Labs: a case study on sustainability and co-creation
Citation: 60
Authors: Katja, Sabine, Timothy