Knowledge

IEZA Framework

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Sound in the Effect domain expresses activity in the game world. Sounds usually consists of a mix of one-shot sound events in the game world (either triggered by the player or by the game itself), such as the sound of an explosion, and continuous sound streams, such as the sound of a continuously
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Sound in the Affect domain expresses the setting (for example the emotional, social and/or cultural setting) of the game. Affect is often designed in such a way (using real time adaptation) that it reflects the emotional status of the game or that it anticipates upcoming events in the game.
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Sound in the Zone domain expresses the setting (for example the geographical, cultural and/or topological setting) of the game world. A zone can be understood as a different spatial setting that contains a finite number of visual and sound objects in the game environment (Stockburger, 2003,
48:. The first dimension makes a distinction between sound emanating from the fictional game world, such as the footsteps of a game character, and sound coming from outside the fictional game world, such as a musical score. Stockburger (2003) describes this distinction by using the terms 84:
burning fire. Sound of the Effect category often mimics the realistic behavior of sound in the real world. In many games it is the part of game audio that is dynamically processed using techniques such as real-time volume changes, panning, filtering and acoustics.
126:(Huiberts, 2010). Whitehead (n.d.) fuses several frameworks for game audio, amongst the IEZA framework. Conway (2010) used the framework for an analysis of digital football games. IEZA has been evaluated at the 93:
p. 6). It might be a whole level in a given game, or part of a set of zones constituting the level. Zone is often designed in such a way that it reflects the consequences of game play on a game's world.
67:, such as sounds synced to health and status bars, pop-up menus and the score display. Although sound in this domain often follows ICT interface sound design conventions (abstract iconic and non-iconic 248:Åsén, R. (2013). "Game Audio in Audio Games: Towards a Theory on the Roles and Functions of Sound in Audio Games." (Student paper). Högskolan Dalarna. Retrieved January 5, 2014 from 52:
and non-diegetic. The second dimension makes a distinction between sound related to the activity of the game on one hand, and sound related to the setting of the game on the other.
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The IEZA framework is featured in a book chapter by Ulf Wilhelmsson and Jakob Wallén (2011). The authors combine IEZA with the model for the production of film sound by
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In: Copier, M. and Raessens, J. Level Up, Digital Games Research Conference (PDF on CD-ROM). Utrecht, The Netherlands: Faculty of Arts, Utrecht University.
195: 71:), there are many games that intentionally try to blur the boundaries of Interface and Effect by mimicking the diegetic concept. In 63:
Sound in the Interface domain expresses what is happening in the game. In many video games this is sound related to activity in the
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Adaptive Music Systems Research Group under Jan IJzermans as a design resource in educational, academic and practical settings.
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In: Grimshaw, M. (2011). Game Sound Technology and Player Interaction: Concepts and Developments. University of Bolton, UK.
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between 2003 and 2008, and it can be used for the analysis and synthesis (conceptual design) of sound in computer games.
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http://du.diva-portal.org/smash/searchref.jsf;jsessionid=b0ea5773168d0e99565b3772a288?pid=diva2:682971&searchId=null
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theory by Gibson (1977). The framework is also used as a conceptual framework for the functioning of
25: 75:, Interface sound instances consist of the skidding, grinding and sliding sounds of skateboards. 64: 119: 241:
If it’s in the game, it’s in the game. An analysis of the Football Digital Game and its players
240: 194:. Doctoral Thesis. University of Portsmouth and Utrecht School of the Arts, Portsmouth, 2010. 139: 149: 68: 214:
In Shaw, R.E., & Bransford, J. (Eds.), Perceiving, acting and knowing. New Jersey: LEA.
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Four domains are formed by the two dimensions: Interface, Effect, Zone and Affect.
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Sound For interactive Games: Theoretical Concepts and Implementation Practice
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Cudworth, Ann Latham (2014). "Virtual World Design", A K Peters/CRC Press.
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The IEZA framework uses two dimensions to describe sound in
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Captivating Sound: the Role of Audio for Immersion in Games
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A Combined Model for the Structuring of Computer Game Audio
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http://www.behance.net/gallery/Game-Audio-Rules/4772793
231:- Game Audio Paper. Retrieved February 5, 2013, from: 178:The game environment from an auditive perspective 8: 245:Doctoral thesis, University of Bedfordshire. 28:that describes the auditory environment of 206:http://www.ps1.org/cut/colume/murch.html 166:Huiberts, S. & Tol, R. van, (2008). 24:The IEZA framework is a 2-dimensional 7: 223:http://icaudiodesign.wordpress.com/ 221:Retrieved February 7, 2012, from: 170:Retrieved December 1, 2008, from: 14: 168:IEZA: a framework for game audio 204:Retrieved March 10, 2010, from 183:Wilhelmsson, U. and Wallén, J. 1: 235:Leeds Metropolitan University 202:Dense clarity - Clear density 320: 128:Utrecht School of the Arts 34:Utrecht School of the Arts 212:The theory of affordances 176:Stockburger, A. (2003). 73:Tony Hawk's Pro Skater 4 21: 270:The gamasutra article 217:Whitehead, I. (n.d). 19: 290:of the IEZA article. 106:Applications of IEZA 275:High resolution PNG 210:Gibson, J. (1977). 286:2015-12-22 at the 238:Conway, S. (2010), 200:Murch, W. (1998). 22: 140:Game sound design 311: 304:Video game sound 229:Game Audio Rules 150:Video game music 319: 318: 314: 313: 312: 310: 309: 308: 294: 293: 288:Wayback Machine 261: 163: 136: 122:in relation to 114:(1998) and the 108: 99: 90: 81: 61: 42: 12: 11: 5: 317: 315: 307: 306: 296: 295: 292: 291: 278: 272: 267: 260: 259:External links 257: 256: 255: 252: 246: 236: 225: 215: 208: 198: 196:Online version 190:Huiberts, S., 188: 181: 174: 162: 159: 158: 157: 152: 147: 142: 135: 132: 107: 104: 98: 95: 89: 86: 80: 77: 60: 57: 46:computer games 41: 38: 20:IEZA framework 13: 10: 9: 6: 4: 3: 2: 316: 305: 302: 301: 299: 289: 285: 282: 279: 276: 273: 271: 268: 266: 263: 262: 258: 253: 251: 247: 244: 242: 237: 234: 230: 226: 224: 220: 216: 213: 209: 207: 203: 199: 197: 193: 189: 186: 182: 179: 175: 173: 172:Gamasutra.com 169: 165: 164: 160: 156: 153: 151: 148: 146: 143: 141: 138: 137: 133: 131: 129: 125: 121: 117: 113: 105: 103: 96: 94: 87: 85: 78: 76: 74: 70: 66: 58: 56: 53: 51: 47: 39: 37: 35: 31: 27: 18: 239: 228: 227:Machen, S., 218: 211: 201: 191: 184: 177: 167: 112:Walter Murch 109: 100: 91: 82: 62: 54: 43: 23: 40:Description 30:video games 161:References 155:Audio game 145:Game music 120:game audio 116:affordance 124:immersion 59:Interface 26:framework 298:Category 284:Archived 134:See also 50:diegetic 277:of IEZA 97:Affect 79:Effect 69:signs 265:IEZA 88:Zone 281:PDF 65:HUD 300:: 243:.

Index


framework
video games
Utrecht School of the Arts
computer games
diegetic
HUD
signs
Tony Hawk's Pro Skater 4
Walter Murch
affordance
game audio
immersion
Utrecht School of the Arts
Game sound design
Game music
Video game music
Audio game
Gamasutra.com
Online version
http://www.ps1.org/cut/colume/murch.html
http://icaudiodesign.wordpress.com/
http://www.behance.net/gallery/Game-Audio-Rules/4772793
If it’s in the game, it’s in the game. An analysis of the Football Digital Game and its players
http://du.diva-portal.org/smash/searchref.jsf;jsessionid=b0ea5773168d0e99565b3772a288?pid=diva2:682971&searchId=null
IEZA
The gamasutra article
High resolution PNG
PDF
Archived

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