The IEZA Model
“The model is intended as a conceptual tool for conceptually
designing and reflecting upon designing game audio and in this thesis its main
function is to provide a coherent vocabulary for the definition and typology of
game audio and to provide a conceptual model for understanding the functioning
of game audio in relation to immersion”. (Huiberts. S, 2010, p. 12)
Game audio typologies
The classification and typology of audio in games are
expressed in a number of ways by practitioners in the study of game audio, each
structuring game audio content into meaningful partitions with regards to
functionality. Sander Huiberts (2010, pp.15-20) describes some of the different
frameworks that have been developed, which can be applied to help structure
game audio content. Huiberts also points out some inconsistencies relating to
each framework and makes it clear that that the subject of game audio needs a
more coherent model. Some of the frameworks discussed by Huiberts are as follows:
·
Production based approach (basic framework
consisting of sound types, for example vocal recordings, sound effect files and
music files)
·
Game specific approach (sounds are organised
into different groups depending on how they are implemented into the game, for
example avatar sounds, object sounds, (nonplayer) character sounds, ornamental
sounds and instructions.)
·
Approach based on origin of sound within the
game environment (This includes the score, effect, interface, zone and speech
which makes up the game environment)
·
Approach based on the meaning of sound to the
player (categorised into four sections: diegetic sounds, symbolic sounds,
masking sounds and non-diegetic sounds)
These approaches are helpful in defining certain aspects of
game audio and would be of use at various stages of production but they do not
take into consideration the many ways in which game audio can be can be
communicated to the player.
Huiberts proposes the IEZA model (Huiberts. S, 2010, pp.
20-35) which looks at and categorizes game audio in way which reflects the
communication of audio throughout interactive gameplay. The model is not
applicable to non-interactive situations such as cut scenes for example. As it
is the interactive part of gameplay that is important for immersion to occur it
is beneficial to have a framework which deals with audio in this context.
The IZEA model first of all divides audio into two
categories, ‘Diegetic’ and ‘Non-diegetic’, then further divides these up into
four domains, ‘Zone’, ‘Effect’, ‘Affect’ and ‘Interface’. ‘Diegetic’ sounds are
those which originate from within the game world, sounds like character
footsteps, gunfire, and weather and so on. ‘Non-diegetic’ sounds are those
which originate from outside the game world such as music or menu navigation
sounds. Huiberts also points out that these domains are interdependent on each
other which adds another dimension to the model, these are ‘Activity’ which
connects ‘Interface’ and ‘Effect’, as well as Setting which connects ‘Zone’ and
‘Effect’. Huiberts identifies these as
“The Activity communicates events occurring in the game
environment, while the Setting provides a background or context for the
Activity.” (Huiberts. S, 2010, p. 24)
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f:1 |
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f:2 |
Illustration of IZEA Model f:1 and IZEA Model with general
design properties; can be found on p25 (f:1) and p32 (f:2) in the following: (Huiberts.
S, 2010)
Effect (Part of the diegetic division)
·
Sounds that are perceived as originating from
within the game world for example sounds that would be heard by the character.
·
Sounds responsive to the players’ activity
within the diegetic world, either by triggering directly or indirectly.
Zone (Part of the diegetic division)
·
Includes sound which is part of the diegetic
environment, for example background ambience such as bird calls and wind in a
forest setting.
·
Sound which do not interact with the player but
add a sense of realism to the game world by providing a backdrop of enveloping
sound.
·
“Communicating an ambient, background layer,
which forms an auditory setting for the game world” (Huiberts. S, 2010, p. 27).
Interface (Part of the non-diegetic division)
·
Informing sounds which are outside of the game
world such as health bar or score feedback, menu interactions
Affect (Part of the non-diegetic division)
·
Sounds which influence mood such as music at key
game points to build tension
·
Sounds which are not part of the diegesis but
are used to affect the players’ behaviour during gameplay.
Huiberts also highlights two primary roles for audio in
games which are then linked into the IZEA model. These include sounds which are
used to optimise gameplay and sounds which are used to dynamise gameplay
(Huiberts. S, 2010, p. 29). Optimisation utilises audio to inform the player
about gameplay (enhancing usability), whereas audio used to dynamise the
gameplay would consist of sound to make parts of the game more exciting
(enhancing the experience).
![]() |
f:3 |
[f:3]These illustrations show how both Optimisation and
Dynamisation are represented and prioritised within the IZEA model; can be
found on p31 in the following: (Huiberts. S, 2010)
With the research topic of immersion in mind it is key to
note that Huiberts makes a connection between optimisation and Dynamisation,
and the potential positive impact these factors have on the immersive quality
of a games.
Notes:
- Valid model for my research as is linked to immersion
- Good planning tool for conceptual design of game level used alongside the grounded theory of Brown & Cairns (2004)
- Designing specifically with immersion in mind (Can game audio be designed and implemented with the specific purpose of creating an immersive aural experience? Although the visual look of a game is recognised as a key aspect of game immersion, could this be overlooked if audio were to play a more prominent role?)
References:
Brown, E. and Cairns, P. 2004. A Grounded Investigation of
Game Immersion. Extended Abstracts of the 2004 Conference on Human Factors and
Computing Systems, Vienna April 24-29 2004. New York: ACM. pp. 1297-1300.
[online]. Available from: http://www-users.cs.york.ac.uk/~pcairns/papers/Immersion.pdf
[Accessed 1st November 2014]
Huiberts, S. 2010. Captivating
Sound, The Role of Audio for Immersion in Computer Games. [online].
Available from: http://download.captivatingsound.com/Sander_Huiberts_CaptivatingSound.pdf
[Accessed 20 October 2014].
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