Video game voice actors (VGVAs) are a professional voice user (PVU) population whose occupation relies on their ability to reliably deliver extremes in vocal performance. In their work VGVAs are required to perform solo for extended durations, producing highly complex character performances that not only include extremes of vocal parameters and qualities but also highly demanding vocal acts (ie, screaming, singing) within those voice archetypes. Based on the vocal demands of their work and current understandings of occupational voice disorder, it is reasonable to consider that VGVAs may be at increased risk of vocal fatigue, injury, and disorder, as manifestations of occupational disease.
View Article and Find Full Text PDFPurpose: This systematic review aims to identify instruments used to evaluate treatment outcomes for people with spasmodic dysphonia.
Methods: Electronic database (PubMed, Cochrane Library, Embase, and CINAHL) searches and hand-searching identified studies that evaluated treatment approaches for spasmodic dysphonia which included pre and post outcome data.
Results: A total of 4714 articles were retrieved from searching databases; 1165 were duplicates.
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View Article and Find Full Text PDFObjectives: This study aimed to provide a descriptive summary of (1) group fitness instructors' (GFIs') experiences of occupational voice use and education, and (2) the content and mode of delivery desired by GFIs in an education and training program.
Study Design: This is a qualitative inductive approach using a semi-structured interview.
Method: Semi-structured interviews were conducted with eight GFIs recruited via self-selection sampling.