Journal of voice : official journal of the Voice Foundation · 2025
Understanding the Vocal Health of Voice Actors in the Video Game Industry: A Survey Study of Vocal Symptoms, Impacts, and Demographics.
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Aiken Patrick J, Rumbach Anna F, Whelan Brooke-Mai, Madill Catherine
Аннотация
PURPOSE: To characterize the demographics of video game voice actors (VGVAs), their health, occupational behaviors, and report the prevalence, frequency, and impacts of occupationally related vocal symptoms.
METHOD: In total, 311 participants completed a gatekeeper-distributed, online, cross-sectional self-administered survey questionnaire. Questions covered demographics, health and occupational behaviors, and experiences and impacts of occupationally related vocal symptoms.
RESULTS: Prevalence of voice symptoms related to auditions and to voice work was high (86.2% and 88.8%, respectively) and occurred frequently (averaging 31.41% and 39.06% of the time, respectively). Symptom experiences impacted VGVAs personally, occupationally, and financially, with odds of impact experiences increasing with symptom frequency. The sample did not demonstrate gender bias. VGVAs smoked and drank alcohol less frequently than general populations.
CONCLUSIONS: VGVAs are frequently exposed to extreme vocal demands in their work. They report homogenous experiences of occupationally related vocal symptoms. These vocal symptoms impact their vocal ability, physical and mental health, and quality of life. Demographic patterns associated with increased risk of voice difficulty or disorder were not observed. As such, the extreme occupational vocal demands described by voice actors in the video game industry represent the most probable cause of the vocal symptoms and voice difficulties they face. VGVAs are concerned about their vocal health and are motivated to improve vocal safety in their profession.
METHOD: In total, 311 participants completed a gatekeeper-distributed, online, cross-sectional self-administered survey questionnaire. Questions covered demographics, health and occupational behaviors, and experiences and impacts of occupationally related vocal symptoms.
RESULTS: Prevalence of voice symptoms related to auditions and to voice work was high (86.2% and 88.8%, respectively) and occurred frequently (averaging 31.41% and 39.06% of the time, respectively). Symptom experiences impacted VGVAs personally, occupationally, and financially, with odds of impact experiences increasing with symptom frequency. The sample did not demonstrate gender bias. VGVAs smoked and drank alcohol less frequently than general populations.
CONCLUSIONS: VGVAs are frequently exposed to extreme vocal demands in their work. They report homogenous experiences of occupationally related vocal symptoms. These vocal symptoms impact their vocal ability, physical and mental health, and quality of life. Demographic patterns associated with increased risk of voice difficulty or disorder were not observed. As such, the extreme occupational vocal demands described by voice actors in the video game industry represent the most probable cause of the vocal symptoms and voice difficulties they face. VGVAs are concerned about their vocal health and are motivated to improve vocal safety in their profession.