Dr Rachel Kowert | Ep 17
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Dr Rachel Kowert

- Rachel is a Science, Games and Technology Policy & Product Advisor and a Researcher – she focuses on mental health, and trust & safety in digital games and game adjacent spaces.
- She is the founder of Psychgeist – a multimedia content production studio for the intersection of science and games – which includes a YouTube channel and a book series published by Play Story Press.
- And she is doing her best to make the (digital) world a better place.
In today’s episode of Confessions of a CyberPsychologist, I chat to Dr Rachel Kowert a Science, Games and Technology Policy & Product Advisor and a Researcher. Through her work, Rachel aims to create a safer and more inclusive digital world.
We talk about The Science of Digital Games including:
From Therapy to Cyberpsychology
Rachel shares her unexpected journey into the field of cyberpsychology. While pursuing a career in therapy, she noticed a growing number of concerns about online gaming among parents and players. This inspired her to pivot, earning a PhD from the University of York, where she delved into the uses and effects of online games.
The Positive Impacts of Gaming
Contrary to popular fears, Rachel highlights that gaming often fosters a sense of community, reduces loneliness, provides stress relief, and boosts creativity. While concerns like excessive screen time or content appropriateness persist, she notes that games often fulfil unmet needs, such as socialisation or achievement, rather than being inherently problematic.
Trust, Safety, and Extremism
Rachel also discussed her recent work examining the exploitation of gaming spaces by extremists. While significant progress is being made to address trust and safety gaps, this area underscores the need for ongoing collaboration between researchers and the gaming industry.
PsychGeist: Bridging Science and Pop Culture
Rachel’s COVID-born initiative, PsychGeist, includes a YouTube channel with over 200 videos on gaming science and a book series published by PlayStoryPress. These resources aim to make academic insights accessible to general audiences while celebrating beloved pop culture icons like The Witcher and Stranger Things.
Career Insights for Aspiring Cyberpsychologists
For those looking to enter this field, Rachel emphasises the importance of networking and multidisciplinary approaches. While a background in psychology is beneficial, fields like sociology, communication studies, and UX design are equally relevant.
Standout Moments
- The Role of Games During COVID: Rachel shared a poignant example of how online games like Minecraftoffered connection and creativity during lockdowns.
- The Metaverse Debate: She provided a reality check on the once-hyped concept of the metaverse, noting that while it remains present in platforms like Fortnite, its initial promise of revolutionising digital workspaces has largely fizzled.
- Encouraging Academic Accessibility: Through her book series, Rachel champions relatable and engaging academic content, making psychological concepts approachable for both fans and students.
Rachel recommends The Psychology of Video Games by Celia Hodent for readers eager to explore the psychological, ethical, and design aspects of gaming.
Dr Rachel Kowert's Research and Publications
Source (information taken directly from): https://rkowert.com
Extremism and Radicalization in Digital Games
Games are venues where extremist radicalization and recruitment occurs. My work in this area is focused specifically on the cultural elements of gaming spaces that may be leveraged as digital assets of influence.
Mental Health and Digital Games
The impact of digital games on mental health has been found to be both positive and negative. Learn more about my work in this area which has specifically focused on the impact of mediated communication and social communities in digital gaming spaces.
Hate, Harassment, and Dark Participation
Toxic gamer culture is a term that has been associated with digital gaming spaces for a significant amount of time. Learn more about my work in the field of hate, harassment, and dark participation, within online gaming spaces.
General Uses and Effects of Digital Games
Not all research can fit neatly into a box. Learn more about my other work in the gaming spaces, including my work on parental advocacy, games and learning, and dark patterns.
There remains more questions than answers when it comes to future technologies, particularly within discussions about the so-called “metaverse”. My work in this space has largely been advocacy work around mental health and trust and safety in these spaces of the future.