The IEZA framework defines the communication by means of audio in games. Richard van Tol and I published the theory of IEZA in an article on Gamasutra.
Based on our review of literature and repertoire we have formulated a framework that uses an alternate approach to classify game audio: the IEZA framework. The primary purpose is to refine insight in the communication by means of game audio by providing a coherent organization of four domains belonging to two dimensions.
The authors would like to thank Jan IJzermans for his conceptual contribution to IEZA, as well as the feedback to the article.
[Read the article about the IEZA framework at Gamasutra]
- Huiberts, S. en Tol, R. van, (2008). IEZA: a framework for game audio. Retrieved December 1, 2008, from: http://www.gamasutra.com/view/feature/3509/ ieza_a_framework_for_game_audio.php
IEZA is featured in the following book chapter by Ulf Wilhelmsson and Jakob Wallén. The authors combine IEZA with the model for the production of film sound by Walter Murch and the affordance theory by Gibson.
- Wilhelmsson, U. and Wallén, J. A Combined Model for the Structuring of Computer Game Audio. In: Grimshaw, M. (2010). Game Sound Technology and Player Interaction: Concepts and Developments. University of Bolton, UK.
Other uses of IEZA are listed at the IEZA Wikipedia page. Feel free to add your own reference: