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.