If we accept Donald Kuspit’s interpretation according to which the step from an analogical towards a digital art should be undesrtood, mainly, as a process that goes from the “representation of objects” to a progressive attempt for “codifying feelings”, then it becomes clear that the videogames FPS aesthetics (Doom, The Conduit, Unreal, Quake, Halo…) would be a kind of benchmark in this process that has to do with the aim of placing the subject –and his sensorial experience– at the center of the playful aesthetic device.
Kami ay gumagamit ng cookies para sa mga rekomendasyon ng content, pagsukat ng traffic, at mga personalized ads. Sa pag-gamit ng website na ito, ikaw ay pumapayag sa at .