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The digital summum bonum: an aesthetic and phenomenological reading of the video game Bloodborne through Charles S. Peirce

Bibliographic Details
Main Author: Bittencourt, Levy Henrique
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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spelling 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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