The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce
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Publication Date: | 2024 |
Format: | Article |
Language: | por |
Source: | Cognitio (São Paulo. Online) |
Download full: | https://revistas.pucsp.br/index.php/cognitiofilosofia/article/view/65222 |
Summary: | The objective of this work is to relate the three aesthetic principles, or pleasures, of a videogame, that is, immersion, agency, and transformation, with the summum bonum and the phenomenological categories of Charles S. Peirce. The summum bonum can be understood as a mixture of feeling, action, and reason. The player's feelings, actions and thoughts are responsible for concretizing and broadening this aesthetic horizon. Immersion is an aesthetic principle of firstness. We can understand the act of immersion as a pleasure of firstness - because the player, metaphorically and literally, goes to another place, being unrelated to what is outside the immersion. The aesthetic principle of agency is governed by secondness. You get pleasure from forcing yourself against the game world, controlling it mechanically, acting and reacting. All games have secondness, but competitive games, like fighting games, racing games, and even some online RPGs, have strong characteristics of mechanical force, clash, action, and reaction. The third and final aesthetic principle is transformation. Transformation is a process. Videogames that allow different approaches tend to be games in which there is a process of growth, both in terms of gameplay and the game's narrative itself. The gameworld and the character are transformed into something different over time - there is an evolution, and this evolution is characterized as a phenomenon of thirdness. It was concluded that, although all videogames have these three aesthetic principles, each individual game favors one or two of these principles. It is precisely these aesthetic principles that will direct the choice of what is played, much more than the theme or genre of the game. |
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The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. PeirceO summum bonum digital: uma leitura estética e fenomenológica do videogame Bloodborne a partir de Charles S. PeirceAestheticsPhenomenologyCharles S. PeirceVideogamesMeaningful Playful InteractionBloodborneEstéticaFenomenologiaCharles S. PeirceVideogamesInteração Lúdica SignificativaBloodborneThe objective of this work is to relate the three aesthetic principles, or pleasures, of a videogame, that is, immersion, agency, and transformation, with the summum bonum and the phenomenological categories of Charles S. Peirce. The summum bonum can be understood as a mixture of feeling, action, and reason. The player's feelings, actions and thoughts are responsible for concretizing and broadening this aesthetic horizon. Immersion is an aesthetic principle of firstness. We can understand the act of immersion as a pleasure of firstness - because the player, metaphorically and literally, goes to another place, being unrelated to what is outside the immersion. The aesthetic principle of agency is governed by secondness. You get pleasure from forcing yourself against the game world, controlling it mechanically, acting and reacting. All games have secondness, but competitive games, like fighting games, racing games, and even some online RPGs, have strong characteristics of mechanical force, clash, action, and reaction. The third and final aesthetic principle is transformation. Transformation is a process. Videogames that allow different approaches tend to be games in which there is a process of growth, both in terms of gameplay and the game's narrative itself. The gameworld and the character are transformed into something different over time - there is an evolution, and this evolution is characterized as a phenomenon of thirdness. It was concluded that, although all videogames have these three aesthetic principles, each individual game favors one or two of these principles. It is precisely these aesthetic principles that will direct the choice of what is played, much more than the theme or genre of the game.O objetivo desse trabalho é relacionar os três princípios, ou prazeres, estéticos de um videogame, isto é, imersão, agência, transformação, com o summum bonum e as categorias fenomenológicas de Charles S. Peirce. O summum bonum pode ser entendido como uma mistura entre sentimento, ação e razão. Os sentimentos, ações e pensamentos do jogador são responsáveis pela concretização e ampliação desse horizonte estético. A imersão é um princípio estético de primeiridade. Podemos entender o ato de imergir como um prazer de primeiridade – pois o jogador, metaforicamente e literalmente, vai para outro lugar, estando sem relação com o que está fora da imersão. O princípio estético da agência é regido pela secundidade. Obtém-se prazer em forçar-se contra o mundo do jogo, controlando-o mecanicamente, agindo e reagindo. Todos os jogos possuem secundidade, mas os jogos de competição, lutas, corridas, e mesmo alguns RPGs online, possuem características marcantes de força mecânica, embate, ação e reação. O terceiro e último princípio estético é a transformação. A transformação é um processo. Jogos que permitem diferentes abordagens costumam ser jogos em que há um processo de crescimento, tanto na questão do gameplay quanto da própria narrativa do jogo. O mundo do jogo e o personagem vão se transformando em algo diferente no decorrer do tempo – há uma evolução, e essa evolução é caracterizada como um fenômeno de terceiridade. Concluiu-se que, embora todos os videogames tenham esses três princípios estéticos, cada jogo individual privilegia um ou dois desses princípios. É justamente esses princípios estéticos que direcionarão a escolha do que vai ser jogado, muito mais do que a temática ou o gênero desse jogo.Pontifícia Universidade Católica de São Paulo2024-04-25info:eu-repo/semantics/articleinfo:eu-repo/semantics/publishedVersionapplication/pdfhttps://revistas.pucsp.br/index.php/cognitiofilosofia/article/view/6522210.23925/2316-5278.2024v25i1:e65222Cognitio: Revista de Filosofia; Vol. 25 No. 1 (2024): Cognitio: Revista de Filosofia ; e65222Cognitio: Revista de Filosofia; v. 25 n. 1 (2024): Cognitio: Revista de Filosofia ; e652222316-52781518-7187reponame:Cognitio (São Paulo. Online)instname:Pontifícia Universidade Católica de São Paulo (PUC-SP)instacron:PUC_SPporhttps://revistas.pucsp.br/index.php/cognitiofilosofia/article/view/65222/44608Copyright (c) 2024 http://creativecommons.org/licenses/by/4.0/info:eu-repo/semantics/openAccessBittencourt, Levy Henrique2024-04-15T16:01:09Zoai:ojs.pkp.sfu.ca:article/65222Revistahttps://revistas.pucsp.br/index.php/cognitiofilosofiaPRIhttps://revistas.pucsp.br/index.php/cognitiofilosofia/oairevcognitio@gmail.com2316-52781518-7187opendoar:2024-04-15T16:01:09Cognitio (São Paulo. Online) - Pontifícia Universidade Católica de São Paulo (PUC-SP)false |
dc.title.none.fl_str_mv |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce O summum bonum digital: uma leitura estética e fenomenológica do videogame Bloodborne a partir de Charles S. Peirce |
title |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce |
spellingShingle |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce Bittencourt, Levy Henrique Aesthetics Phenomenology Charles S. Peirce Videogames Meaningful Playful Interaction Bloodborne Estética Fenomenologia Charles S. Peirce Videogames Interação Lúdica Significativa Bloodborne |
title_short |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce |
title_full |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce |
title_fullStr |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce |
title_full_unstemmed |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce |
title_sort |
The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce |
author |
Bittencourt, Levy Henrique |
author_facet |
Bittencourt, Levy Henrique |
author_role |
author |
dc.contributor.author.fl_str_mv |
Bittencourt, Levy Henrique |
dc.subject.por.fl_str_mv |
Aesthetics Phenomenology Charles S. Peirce Videogames Meaningful Playful Interaction Bloodborne Estética Fenomenologia Charles S. Peirce Videogames Interação Lúdica Significativa Bloodborne |
topic |
Aesthetics Phenomenology Charles S. Peirce Videogames Meaningful Playful Interaction Bloodborne Estética Fenomenologia Charles S. Peirce Videogames Interação Lúdica Significativa Bloodborne |
description |
The objective of this work is to relate the three aesthetic principles, or pleasures, of a videogame, that is, immersion, agency, and transformation, with the summum bonum and the phenomenological categories of Charles S. Peirce. The summum bonum can be understood as a mixture of feeling, action, and reason. The player's feelings, actions and thoughts are responsible for concretizing and broadening this aesthetic horizon. Immersion is an aesthetic principle of firstness. We can understand the act of immersion as a pleasure of firstness - because the player, metaphorically and literally, goes to another place, being unrelated to what is outside the immersion. The aesthetic principle of agency is governed by secondness. You get pleasure from forcing yourself against the game world, controlling it mechanically, acting and reacting. All games have secondness, but competitive games, like fighting games, racing games, and even some online RPGs, have strong characteristics of mechanical force, clash, action, and reaction. The third and final aesthetic principle is transformation. Transformation is a process. Videogames that allow different approaches tend to be games in which there is a process of growth, both in terms of gameplay and the game's narrative itself. The gameworld and the character are transformed into something different over time - there is an evolution, and this evolution is characterized as a phenomenon of thirdness. It was concluded that, although all videogames have these three aesthetic principles, each individual game favors one or two of these principles. It is precisely these aesthetic principles that will direct the choice of what is played, much more than the theme or genre of the game. |
publishDate |
2024 |
dc.date.none.fl_str_mv |
2024-04-25 |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
https://revistas.pucsp.br/index.php/cognitiofilosofia/article/view/65222 10.23925/2316-5278.2024v25i1:e65222 |
url |
https://revistas.pucsp.br/index.php/cognitiofilosofia/article/view/65222 |
identifier_str_mv |
10.23925/2316-5278.2024v25i1:e65222 |
dc.language.iso.fl_str_mv |
por |
language |
por |
dc.relation.none.fl_str_mv |
https://revistas.pucsp.br/index.php/cognitiofilosofia/article/view/65222/44608 |
dc.rights.driver.fl_str_mv |
Copyright (c) 2024 http://creativecommons.org/licenses/by/4.0/ info:eu-repo/semantics/openAccess |
rights_invalid_str_mv |
Copyright (c) 2024 http://creativecommons.org/licenses/by/4.0/ |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Pontifícia Universidade Católica de São Paulo |
publisher.none.fl_str_mv |
Pontifícia Universidade Católica de São Paulo |
dc.source.none.fl_str_mv |
Cognitio: Revista de Filosofia; Vol. 25 No. 1 (2024): Cognitio: Revista de Filosofia ; e65222 Cognitio: Revista de Filosofia; v. 25 n. 1 (2024): Cognitio: Revista de Filosofia ; e65222 2316-5278 1518-7187 reponame:Cognitio (São Paulo. Online) instname:Pontifícia Universidade Católica de São Paulo (PUC-SP) instacron:PUC_SP |
instname_str |
Pontifícia Universidade Católica de São Paulo (PUC-SP) |
instacron_str |
PUC_SP |
institution |
PUC_SP |
reponame_str |
Cognitio (São Paulo. Online) |
collection |
Cognitio (São Paulo. Online) |
repository.name.fl_str_mv |
Cognitio (São Paulo. Online) - Pontifícia Universidade Católica de São Paulo (PUC-SP) |
repository.mail.fl_str_mv |
revcognitio@gmail.com |
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1837630454317973504 |