Jornalista e Mestre em Tecnologias da Inteligência e Design Digital pela PUCSP, Especialista em Marketing pela FAAP. Professor e coordenador de cursos de graduação, pós graduação e extensão da FAAP, sócio-diretor de projetos da agência EVCOM. Trabalha com comunicação e internet desde 2000. Supervisors: Luís Carlos Petry
As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which th... more As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which the Batman character and its player are conducted in Batman Arkham Asylum, relating it to the present spatial and aesthetic criteria in building design level, in addition to the concept of Janet Murray (2003) of sense of agency. The level design allows the aesthetic experience of feeling the dominant being in space, provided by architectural spaces that support and promote it as such. These aspects are reverberated by the specificity of the character, a superhero from comic books, a medium that, in essence, already brings the possibility of agency. It is also proposed connect the ideas of Hildebrand and Campbell (2004) about the Hero's Journey. The method adopted is a phenomenological basis and will present the elements that support the game, not only as a piece of entertainment, but also a questioning of the role of the human in the digital era.
As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which th... more As of Totten (2011), from Hildebrand, is thought the subjective position of predator, to which the Batman character and its player are conducted in Batman Arkham Asylum, relating it to the present spatial and aesthetic criteria in building design level, in addition to the concept of Janet Murray (2003) of sense of agency. The level design allows the aesthetic experience of feeling the dominant being in space, provided by architectural spaces that support and promote it as such. These aspects are reverberated by the specificity of the character, a superhero from comic books, a medium that, in essence, already brings the possibility of agency. It is also proposed connect the ideas of Hildebrand and Campbell (2004) about the Hero's Journey. The method adopted is a phenomenological basis and will present the elements that support the game, not only as a piece of entertainment, but also a questioning of the role of the human in the digital era.
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Papers by Thiago Costa
spaces that support and promote it as such. These aspects are reverberated by the specificity of the character, a superhero from comic books, a medium that, in essence, already brings the possibility of agency. It is also proposed connect the ideas of Hildebrand and Campbell (2004) about the Hero's Journey. The method adopted is a phenomenological basis and will present the elements that support the game, not only as a piece of entertainment, but also a questioning of the role of the human in the digital era.
spaces that support and promote it as such. These aspects are reverberated by the specificity of the character, a superhero from comic books, a medium that, in essence, already brings the possibility of agency. It is also proposed connect the ideas of Hildebrand and Campbell (2004) about the Hero's Journey. The method adopted is a phenomenological basis and will present the elements that support the game, not only as a piece of entertainment, but also a questioning of the role of the human in the digital era.