rdfs:comment
| - In most movies, shows, video games, etc., the camera is assumed to not be actually present; one might say it exists outside the Fourth Wall. An In-Universe Camera, as the name suggests, is actually present in the "world" of the story: Characters may notice and talk to it, it may get bumped or shaken by the environment, and may even be seen in a reflection. This frequently makes it a target for Camera Abuse, and works rather well with a Jittercam. When the camera is meant to represent the "eyes" of a character, it's a POV Cam. Examples of In-Universe Camera include:
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abstract
| - In most movies, shows, video games, etc., the camera is assumed to not be actually present; one might say it exists outside the Fourth Wall. An In-Universe Camera, as the name suggests, is actually present in the "world" of the story: Characters may notice and talk to it, it may get bumped or shaken by the environment, and may even be seen in a reflection. This frequently makes it a target for Camera Abuse, and works rather well with a Jittercam. It's also a favorite device of the Documentary Episode, where another character is assigned a role of operating the camera. May lead to a Left It In situation, if a character explicity asks for something to be "edited out" (but it's, of course, left in, since you the viewer are watching it). When the camera is meant to represent the "eyes" of a character, it's a POV Cam. See also Show Within a Show. For a gameplay mechanic that frequently uses this trope, see First-Person Snapshooter. Examples of In-Universe Camera include:
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