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In an unexpected but perhaps unsurprising move, the Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) announced on Tuesday at CES in Las Vegas that SAG-AFTRA has inked a deal with Replica Studios for the use of artificial intelligence (AI) digital voice replicas in video games. Specifically, this deal will allow performers to license digital replicas of their voices for use in video games. This comes amidst SAG-AFTRA’s ongoing negotiations with the video game industry over performers’ rights and may provide SAG-AFTRA with some momentum in negotiating with the game studios.
Replica Studios is a company that specializes in voice and speech technology, providing AI voice synthesis for various applications. The technology can generate and integrate lifelike voices and dialogue for characters in video games, virtual assistants, and other interactive elements in digital media. AI based voice generation involves machine learning algorithms using a substantial amount of audio data and recordings from various human speakers, covering a wide range of accents, languages and speaking styles. Features such as tone, pitch, rhythm, and pronunciation are extracted from human individuals for the AI model to understand and mimic the nuances of human speech.
This collaboration between SAG-AFTRA and Replica Studios instantly garnered negative feedback amongst voice actors and other performers. In its statement, SAG-AFTRA said that this deal with Replica had been “approved by the affected members of the union’s voiceover performer community.” However, prominent performers, including Steve Blum, once credited by Guinness as the most prolific voice actor in video games (and also the voice of Spike Speigel in Cowboy Bebop), Chris Hackney (voice of Dimitri in Fire Emblem Three Houses and Ayato in Genshin Impact, amongst other projects), Sunil Malhotra (Fallout and Mortal Kombat voice actor) and many others have pointed out that as affected members, they received no notice or information regarding this deal until the public announcement made by SAG-AFTRA.
Given that AI encroachment is ongoing and seemingly inevitable, this deal between SAG-AFTRA and Replica Studios may help to establish parameters in a landscape where AI platforms have been using unethical data scraping without permission from the human performers. Rather than refusing the use of AI, it may be wiser to consider the legal questions and concerns about AI’s potential impact on actors’ rights, privacy, and the broader ethical landscape. This agreement, if handled correctly, can establish protections for performers while considering integration of AI in performers’ works. Here are a few specific terms to look for once the agreement is released:
Ideally, the agreement should establish baseline requirements for video game studios to use any AI digital voice replicas, but leave room for each individual performer to negotiate better or stronger terms. There is ongoing fear that AI will erode the value of performers’ crafts, and justifiably so. However, if the agreement provides clear and comprehensive terms, robust privacy measures, and fair compensation structures, it may establish a good basis for navigating this uncharted territory of AI voice replicas in gaming and in entertainment as a whole.