1887
image of Good and evil in the voices of fictional characters
USD
Buy:$35.00 + Taxes

Abstract

Abstract

This article examines whether audiences ascribe moral qualities to fictional characters based on the sound of their voices. We first review psychological and sociocultural mechanisms whereby a character’s voice may be heard as morally diagnostic. Presented next is an online perception study in which 250 participants rated the moral qualities of 22 fictional characters following brief exposure to their voices. The voice clips, all of which were performed by the same professional voice actor, were extracted from “actual-play” sessions of . Participants came mainly from Europe and North America and had different degrees of familiarity with the fictional source materials. Our results indicated general agreement among participants in their assignment of moral qualities to the different characters. While characters with clear, resonant, and otherwise unexceptionable voices were perceived as mostly good, characters with harsh, whispery, and otherwise “othering” voices were often perceived as evil.

Loading

Article metrics loading...

/content/journals/10.1075/jlpop.24025.kje
2025-05-16
2025-06-24
Loading full text...

Full text loading...

References

  1. Akita, K.
    (2021) Phonation types matter in sound symbolism. Cognitive Science, (), . 10.1111/cogs.12982
    https://doi.org/10.1111/cogs.12982 [Google Scholar]
  2. Boyd, Z., & Hejná, M.
    (Forthcoming). The “Critical Role” of acoustic and auditory methods in holistic studies of voice quality: A case study of non-player characters in Dungeons & Dragons voiced by Matthew Mercer. Language in Society.
    [Google Scholar]
  3. Brons, L. L.
    (2015) Othering, an analysis. Transcience, a Journal of Global Studies, (), –. https://www2.hu-berlin.de/transcience/Vol6_No1_2015_69_90.pdf
    [Google Scholar]
  4. Carroll, J.
    (2005) Aestheticism, homoeroticism, and Christian guilt in The Picture of Dorian Gray. Philosophy and Literature, (), –. 10.1353/phl.2005.0018
    https://doi.org/10.1353/phl.2005.0018 [Google Scholar]
  5. Carroll, N.
    (2010) Movies, the moral emotions, and sympathy. Midwest Studies in Philosophy, (), –. 10.1111/j.1475‑4975.2010.00197.x
    https://doi.org/10.1111/j.1475-4975.2010.00197.x [Google Scholar]
  6. Cogburn, J., & Silcox, M.
    (Eds.) (2012) Dungeons & Dragons and philosophy: Raiding the temple of wisdom. Open Court.
    [Google Scholar]
  7. Crochiquia, A., Eriksson, A., Barbosa, P., & Madureira, S.
    (2022) A perceptual and acoustic study of dubbed voices in an animated film. InS. Frota, M. Cruz, & M. Vigário (Eds.), Proceedings of the 11th International Conference of Speech Prosody (pp.–). ISCA. 10.21437/SpeechProsody.2022‑115
    https://doi.org/10.21437/SpeechProsody.2022-115 [Google Scholar]
  8. Esling, J. H., Moisik, S. R., Benner, A., & Crevier-Buchman, L.
    (2019) Voice quality: The Laryngeal Articulator Model. Cambridge University Press. 10.1017/9781108696555
    https://doi.org/10.1017/9781108696555 [Google Scholar]
  9. Evil Sounds Deep
    Evil Sounds Deep. (n.d.). TV Tropes. RetrievedJune 12, 2024, fromhttps://tvtropes.org/pmwiki/pmwiki.php/Main/EvilSoundsDeep
  10. Gilchrist, T.
    (2005, October12). Interview: Ian McDiarmid. IGN. https://www.ign.com/articles/2005/10/12/interview-ian-mcdiarmid
    [Google Scholar]
  11. Gluszek, A., & Dovidio, J. F.
    (2010) Speaking with a nonnative accent: Perceptions of bias, communication difficulties, and belonging in the United States. Journal of Language and Social Psychology, (), –. 10.1177/0261927X09359590
    https://doi.org/10.1177/0261927X09359590 [Google Scholar]
  12. Gobl, C., & Chasaide, A. N.
    (2003) The role of voice quality in communicating emotion, mood and attitude. Speech Communication, (), –. 10.1016/S0167‑6393(02)00082‑1
    https://doi.org/10.1016/S0167-6393(02)00082-1 [Google Scholar]
  13. Goorimoorthee, T., Csipo, A., Carleton, S., & Ensslin, A.
    (2019) Language ideologies in videogame discourse: Forms of sociophonetic othering in accented character speech. InA. Ensslin & I. Balteiro (Eds.), Approaches to videogame discourse: Lexis, interaction, textuality (pp.–). Bloomsbury. 10.5040/9781501338489.0020
    https://doi.org/10.5040/9781501338489.0020 [Google Scholar]
  14. Gottschall, J., Callanan, C., Casamento, N., Gladd, N., Manganini, K., Milan-Robertson, T., O’Connell, P., Parker, K., Riley, N., Stucker, V., Tapply, A., Wall, C., & Webb, A.
    (2007) Are the beautiful good in Western literature? A simple illustration of the necessity of literary quantification. Journal of Literary Studies, (), –. 10.1080/02564710701399113
    https://doi.org/10.1080/02564710701399113 [Google Scholar]
  15. Grizzard, M., Huang, J., Fitzgerald, K., Ahn, C., & Chu, H.
    (2018) Sensing heroes and villains: Character-schema and the disposition formation process. Communication Research, (), –. 10.1177/0093650217699934
    https://doi.org/10.1177/0093650217699934 [Google Scholar]
  16. Harper, T.
    (2011) Rules, rhetoric, and genre: Procedural rhetoric in Persona 3. Games and Culture, (), –. 10.1177/1555412011402675
    https://doi.org/10.1177/1555412011402675 [Google Scholar]
  17. Hendricks, S. Q.
    (2006) Incorporative discourse strategies in tabletop fantasy role-playing gaming. InJ. P. Williams, S. Q. Hendricks, & W. K. Winkler (Eds.), Gaming as culture: Essays on reality, identity and experience in fantasy games (pp.–). McFarland.
    [Google Scholar]
  18. Henrich, J., Heine, S. J., & Norenzayan, A.
    (2010) The weirdest people in the world?Behavioral and Brain Sciences, (), –. 10.1017/S0140525X0999152X
    https://doi.org/10.1017/S0140525X0999152X [Google Scholar]
  19. Ilieva, A.
    (2023) Cultural languages of role-playing. International Journal of Role-Playing, , –. 10.33063/ijrp.vi4.227
    https://doi.org/10.33063/ijrp.vi4.227 [Google Scholar]
  20. Kinzler, K. D.
    (2020) How you say it: Why you talk the way you do and what it says about you. Houghton Mifflin Harcourt.
    [Google Scholar]
  21. Kjeldgaard-Christiansen, J., Boyd, Z., & Hejná, M.
    (2024) Teaching children to discriminate? A quantitative study of linguistic representation in Disney’s “Revival Era” animated films. MedieKultur: Journal of Media and Communication Research, (), –. 10.7146/mk.v40i76.135083
    https://doi.org/10.7146/mk.v40i76.135083 [Google Scholar]
  22. Kjeldgaard-Christiansen, J., Boyd, Z., Hejná, M., & Eaton, M. Ø.
    (2025) Characters, voices, and moralities [dataset]. Open Science Framework. 10.17605/OSF.IO/A23DK
    https://doi.org/10.17605/OSF.IO/A23DK [Google Scholar]
  23. Kjeldgaard-Christiansen, J., & Clasen, M.
    (2023) Creepiness and the uncanny. Style, (), –. 10.5325/style.57.3.0322
    https://doi.org/10.5325/style.57.3.0322 [Google Scholar]
  24. Kjeldgaard-Christiansen, J., Hejná, M., Clasen, M., & Eaton, M.
    (2023) Evil voices in popular fictions: The case of The Exorcist. The Journal of Popular Culture, (), –. 10.1111/jpcu.13234
    https://doi.org/10.1111/jpcu.13234 [Google Scholar]
  25. Kjeldgaard-Christiansen, J., & Schmidt, S. H.
    (2019) Disney’s shifting visions of villainy from the 1990s to the 2010s: A biocultural analysis. Evolutionary Studies in Imaginative Culture, (), –. 10.26613/esic.3.2.140
    https://doi.org/10.26613/esic.3.2.140 [Google Scholar]
  26. Lippi-Green, R.
    (2012) English with an accent: Language, ideology and discrimination in the United States. Routledge. 10.4324/9780203348802
    https://doi.org/10.4324/9780203348802 [Google Scholar]
  27. Ley, M. B.
    (In progress). Linguistic profiling in the world of Exandria: An examination of Critical Role’s Matt Mercer’s accents.
    [Google Scholar]
  28. Li-Vollmer, M., & LaPointe, M. E.
    (2003) Gender transgression and villainy in animated film. Popular Communication, (), –. 10.1207/S15405710PC0102_2
    https://doi.org/10.1207/S15405710PC0102_2 [Google Scholar]
  29. Mooshammer, C., Bobeck, D., Hornecker, H., Meinhardt, K., Olina, O., Walch, M. C., & Xia, Q.
    (2024) Does Orkish sound evil? Perception of fantasy languages and their phonetic and phonological characteristics. Language and Speech, (), –. 10.1177/00238309231202944
    https://doi.org/10.1177/00238309231202944 [Google Scholar]
  30. Nuckolls, J. B.
    (1999) The case for sound symbolism. Annual Review of Anthropology, (), –. 10.1146/annurev.anthro.28.1.225
    https://doi.org/10.1146/annurev.anthro.28.1.225 [Google Scholar]
  31. O’Connor, J. J. M., & Barclay, P.
    (2017) The influence of voice pitch on perceptions of trustworthiness across social contexts. Evolution and Human Behavior, (), –. 10.1016/j.evolhumbehav.2017.03.001
    https://doi.org/10.1016/j.evolhumbehav.2017.03.001 [Google Scholar]
  32. Ohala, J. J.
    (1983) Cross-language use of pitch: An ethological view. Phonetica, (), –. 10.1159/000261678
    https://doi.org/10.1159/000261678 [Google Scholar]
  33. Pradantyo, R., Birk, M. V., & Bateman, S.
    (2021) How the visual design of video game antagonists affects perception of morality. Frontiers in Computer Science, , . 10.3389/fcomp.2021.531713
    https://doi.org/10.3389/fcomp.2021.531713 [Google Scholar]
  34. Purnell, T., Idsardi, W., & Baugh, J.
    (1999) Perceptual and phonetic experiments on American English dialect identification. Journal of Language and Social Psychology, (), –. 10.1177/0261927X99018001002
    https://doi.org/10.1177/0261927X99018001002 [Google Scholar]
  35. Qualtrics
    Qualtrics (2023) Qualtrics [Computer software]. https://www.qualtrics.com/
    [Google Scholar]
  36. Sawyer, J., Chon, H. C., & Ambrose, N. G.
    (2008) Influences of rate, length, and complexity on speech disfluency in a single-speech sample in pre-school children who stutter. Journal of Fluency Disorders, (), –. 10.1016/j.jfludis.2008.06.003
    https://doi.org/10.1016/j.jfludis.2008.06.003 [Google Scholar]
  37. Scherer, K. R.
    (1978) Personality inference from voice quality: The loud voice of extroversion. European Journal of Social Psychology, (), –. 10.1002/ejsp.2420080405
    https://doi.org/10.1002/ejsp.2420080405 [Google Scholar]
  38. (1995) Expression of emotion in voice and music. Journal of Voice, (), –. 10.1016/S0892‑1997(05)80231‑0
    https://doi.org/10.1016/S0892-1997(05)80231-0 [Google Scholar]
  39. Sherman, G. D., Haidt, J., & Coan, J. A.
    (2009) Viewing cute images increases behavioral carefulness. Emotion, (), –. 10.1037/a0014904
    https://doi.org/10.1037/a0014904 [Google Scholar]
  40. Stein, S. D.
    (2023) Space rednecks, robot butlers, and feline foreigners: Language attitudes toward varieties of English in videogames. Games and Culture, (), –. 10.1177/15554120221150156
    https://doi.org/10.1177/15554120221150156 [Google Scholar]
  41. Stevenson, R. L.
    (1886) The strange case of Dr. Jekyll and Mr. Hyde. Longmans, Green, and Co.
    [Google Scholar]
  42. Teshigawara, M.
    (2003a) Voices in Japanese animation: A phonetic study of vocal stereotypes of heroes and villains in Japanese culture (Unpublished doctoral dissertation). University of Victoria. https://hdl.handle.net/1828/361
    [Google Scholar]
  43. (2003b) Voices in Japanese animation: How people perceive the voices of good guys and bad guys. Working Papers of the Linguistics Circle, , –. https://journals.uvic.ca/index.php/WPLC/article/view/5174
    [Google Scholar]
  44. Teshigawara, M., Amir, N., Amir, O., Wlosko, E. M., & Avivi, M.
    (2009) Perceptions of Japanese anime voices by Hebrew speakers. InK. Izdebski (Ed.), Emotions in the human voice, Volume: Culture and perception (pp.–). Plural Publishing.
    [Google Scholar]
  45. Teshigawara, M., & Murano, E. Z.
    (2004) Articulatory correlates of voice qualities of good guys and bad guys in Japanese anime: An MRI study. InS. H. Kim & D. H. Yun (Eds.), Proceedings of Interspeech 2004 (pp.–). ISCA. 10.21437/Interspeech.2004‑65
    https://doi.org/10.21437/Interspeech.2004-65 [Google Scholar]
  46. Tong, K. H., & Moisik, S. R.
    (2021) Detecting protagonists and antagonists in the voice quality of American cartoon characters: A quantitative LTAS-based analysis. Phonetica, (), –. 10.1515/phon‑2021‑2009
    https://doi.org/10.1515/phon-2021-2009 [Google Scholar]
  47. Tsai, C.-G., Wang, L.-C., Wang, S.-F., Shau, Y.-W., Hsiao, T.-Y., & Auhagen, W.
    (2010) Aggressiveness of the growl-like timbre: Acoustic characteristics, musical implications, and biomechanical mechanisms. Music Perception, (), –. 10.1525/mp.2010.27.3.209
    https://doi.org/10.1525/mp.2010.27.3.209 [Google Scholar]
  48. Turner, M.
    (2011) Black sheriffs and villains in white hats: The image of the hero in Western parodies. American, British, and Canadian Studies, , –.
    [Google Scholar]
  49. Upton, B.
    (2014) Hollywood and the end of the Cold War: Signs of cinematic change. Rowman & Littlefield.
    [Google Scholar]
  50. Väyrynen, P.
    (2021) Thick ethical concepts. InE. N. Zalta & U. Nodelman (Eds.), Stanford Encyclopedia of Philosophy. https://plato.stanford.edu/entries/thick-ethical-concepts/
    [Google Scholar]
  51. Walther, K. B., & Larsen, J. L.
    (2023) The Orc — playing the “wholly other”: Investigations of Kant’s sublime and the technological sublime in Blizzard Entertainment’s massive multiplayer online game World of Warcraft. Games and Culture, (), –. 10.1177/15554120221139217
    https://doi.org/10.1177/15554120221139217 [Google Scholar]
  52. Zagal, J. P., & Deterding, S.
    (Eds.) (2018) Role-playing game studies: Transmedia foundations. Routledge. 10.4324/9781315637532
    https://doi.org/10.4324/9781315637532 [Google Scholar]
/content/journals/10.1075/jlpop.24025.kje
Loading
/content/journals/10.1075/jlpop.24025.kje
Loading

Data & Media loading...

  • Article Type: Research Article
Keywords: gaming ; ludolinguistics ; Dungeons & Dragons ; morality ; voice quality
This is a required field
Please enter a valid email address
Approval was successful
Invalid data
An Error Occurred
Approval was partially successful, following selected items could not be processed due to error