@inbook{306a95ab07c6480987dcc2ea95824d83,
title = "Autoethnography, Phenomenology, and Hermeneutics",
abstract = "When studying a video game{\textquoteright}s musical soundtrack, how do we account for the experience of hearing the music while playing the game? Let us pretend for a moment that a recording of Bastion (2011) is not from a game at all, but a clip from perhaps a cartoon series or an animated film.1 We would immediately be struck by the peculiar camera angle. At first, when {\textquoteleft}The Kid{\textquoteright} is lying in bed, what we see could be an establishing shot of some sort (see Figure 10.1). The high-angle long shot captures the isolated mote of land that The Kid finds himself on through a contrast in focus between the bright and colourful ruins and the blurry ground far beneath him. As soon as he gets up and starts running, however, the camera starts tracking him, maintaining the isometric angle (from 0:02 in the clip). While tracking shots of characters are not uncommon in cinema, this particular angle is unusual, as is the rigidity with which the camera follows The Kid. Whereas the rigidity is reminiscent of the iconic tricycle shots from The Shining (1980), the angle is more similar to crane shots in Westerns like High Noon (1952). It would seem easy to argue that the high angle and the camera distance render The Kid diminutive and vulnerable, but David Bordwell and Kristin Thompson warn against interpreting such aspects of cinematography in absolute terms.",
keywords = "phenomenology, autoethnography, hermeneutics, Video game music",
author = "Michiel Kamp",
year = "2021",
month = apr,
doi = "10.1017/9781108670289.012",
language = "English",
isbn = "9781108460897",
series = "Cambridge Companions to Music",
publisher = "Cambridge University Press",
pages = "159--175",
editor = "Melanie Fritsch and Tim Summers",
booktitle = "The Cambridge Companion to Video Game Music",
address = "United Kingdom",
}