Article published In: Journal of Language and Pop Culture
Vol. 1:2 (2025) ► pp.248–275
Good and evil in the voices of fictional characters
A perception study
Published online: 16 May 2025
https://doi.org/10.1075/jlpop.24025.kje
https://doi.org/10.1075/jlpop.24025.kje
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 Dungeons & Dragons. 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.
Keywords: Dungeons & Dragons, voice quality, morality, gaming, ludolinguistics
Article outline
- 1.Introduction
- 2.Voices, vices, and virtues: An overview
- 3.Methods
- 4.Results
- 4.1General results
- 4.2Results across participant groups
- 5.Discussion
- 5.1Moral perceptions
- 5.2Moral agreement
- 5.3Moral perceptions and character roles
- 6.Conclusion
- Statements and declarations
- Ethical considerations
- Consent to participate
- Consent for publication
- Data availability statement
- Notes
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