This article is part of our new women in gaming series Makers of Now
Dr. Rachel Kowert is a busy woman. The video game research psychologist is currently in London, where sheâs set to give a talk on the fostering of terrorist cells and extremist beliefs in digital game spaces, a project sheâs working on with the Department of Homeland Security (no, she canât really talk about it). Sheâs also the research director of Take This, the oldest mental health nonprofit serving the game industry and its communities, and the creator of Psychegeist, a YouTube series where she tries to make heady, scientific stuff palatable for the masses.
But while she talks to me from her London hotel room (which she just barely made it to from the airport before our video chat) you canât tell that sheâs a woman juggling multiple, high-level, uber-important projects at onceâsheâs incredibly cheery, no sign of jetlag, and eager to talk about psychology, video games, and more. Sheâs been doing this for 15 years, she says, but you almost get the sense that sheâs just getting started.
Back when Dr. Kowert first started working towards her PhD, though, the concept of marrying psychology and video games was a foreign one. âIt wasnât really a thing. There were one or two people in Stanford studying it. And now thereâs literally over 100 game studies and programsânot even counting design, but also psychology, sociology, anthropology, communication science, and more,â she says. âIâve seen a change in the perception of the value of studying games as an entertainment medium, and the ways that it impacts us in our day to day lives. And Iâve definitely seen a change in not having to justify that value.â

The video game violence debate
After all, video games are a âbillion dollar industryâ that courts people of all ages, backgrounds, and beliefsâof course itâs deserving of thoughtful research and thought-provoking conversation. But when society is faced with acts of violence, itâs instead historically been a scapegoat for other, harder-to-nail-down psychological concepts.
In 2018, after a deadly weekend of shootings in Texas and Ohio, then-president Donald Trump suggested it was video games that were to blame, not Americaâs proclivity for owning and brandishing guns. âWe must stop the glorification of violence in our society. This includes the gruesome and grisly video games that are now commonplace. It is too easy today for troubled youth to surround themselves with a culture that celebrates violence. We must stop or substantially reduce this and it has to begin immediately,â he said.
âViolent video game research is really interesting because people really just desperately want to hold on to an easy solution to all of the worldâs complex problems like mass shootings, juvenile delinquencyâthey just want to blame something.â Dr. Kowert explains. âWeâve been studying it for 20 years, and thereâs been no consistent findings that would suggest at all that theyâre in any way directly linked, whereas we have a whole wealth of research linking, like pure delinquency, and low frustration tolerance, and previous exposure to violence, and all of these things that are very well established in the research as predictors of violent behavior, but we ignore that because those are confusing societal problems.â
Dr. Kowert is often approached at industry dinners or after talks at conventions by concerned parents whose âkids play Fortniteâ and are worried about the effects it has on them. âItâs funny, when I go into a room itâs like the questions are: Violence, addiction, loot boxes. You know, loot boxes are certainly what Celia Hodent calls âa shady practice, a dark designâ because itâs not serving the player, right? Itâs serving the bottom lineâŠEspecially if parents make the mistake of putting their credit card on the console,â she says, grimacing.

The psychological benefits of video games
But despite predatory transactions, Dr. Kowert and others in her field believe video games are a net good for society and its future. âThe effects of playing games are by far more positive than negative just like across the board,â she says. âPeripheral vision is oneâthe ability to notice small changes in your peripheral vision is something that is being trained from shootersâŠthen thereâs increased stress relief, mood managementâtaking you from a negative mood to a better mood, social connection and friendship, team building and leadership skills. Weâre learning skills that are translatable.â
The biggest thing video games offer us, according to Dr. Kowert, is something she calls âunintentional learning.â âWhen you talk about games and learning, people tend to think of the games I had as a kid like Math Blasterâthatâs not what games are anymore,â she explains. âNow you play games like Civilization and you learn about world history and world leaders and city planning and that sort of stuff. And thereâs a wealth of information and skills you can learn from playing Zelda. Tears of the Kingdom is a perfect example, right? Engineering.â
Yes, some of that engineering means players are making a lot dicks, but theyâre also figuring out how to launch themselves into space, and helping each other learn how to craft mechs, cannons, and carriages. Japanese Zelda players are showing off builds that look like theyâre from 400-level Engineering college courses.
âYouâre learning how to tinker, youâre learning how to try and fail, youâre learning how to be persistent, youâre learning how to create machines.â
Dr. Kowert hasnât done much research on improved literacy in games (something I brought up to Reading Rainbow host LeVar Burton during a Kotaku interview), but she has noticed how games teach her own child. âAnecdotally, when Animal Crossing came out, I had the thought this is a great game for my daughter because she has to do math and figure out how many bells something costs and figure out money managementâthat kind of stuffâŠBut it seems like such an obvious connection.â
Though games arenât widely used in schools as a teaching method (outside of things like Math Blaster), studies point to the positive impacts they can have for learning. The University of Pennsylvania has a graduate-level course on games as teaching tools, a Texas A&M professor specializes in game-based learning and implores other schools to consider using video games in classrooms, the Entertainment Software Association has a report on the benefits of video games in K-12 education. The proof is there, and Dr. Kowert is one of the people contributing to its research.

The future of video games
Funnily enough, Dr. Kowertâs efforts to present important research in a fun, palatable way on her YouTube channel have had an unintended, but interesting effect: Burgeoning game researchers are using it for their studies. âI thought I was creating a resource for parents. But what I was actually creating was a resource for people who study games, which is great, but not what I thought I was doing,â she laughs. Those young researchers represent the future of psychological research in gaming, a future that Dr. Kowert believes isnât just rooted in advocating for the benefits of games or disproving lazy false equivalencies between gaming and societal violenceâbut in diversity and community.
âIâd love to see the conversation around diversity continue. Iâm now working on a project thatâs funded by the Department of Homeland Security, looking at the really dark side of games, how itâs being leveraged by extremists and terrorists, to disseminate propaganda. And while I think that is really important work that we cannot ignore, I also want to kind of pivot that work and look more at community resiliency and how we build from the bottom up rather than kind of like moderate from the top down,â she explains.
âBecause I think if we can build the infrastructure of a more resilient community, not only will that help the problems we have with like extremism and terrorism, it will also mitigate a lot of the problems we have with like, harassment and hate and you know, all the other wonderful things that kind of lurk in gaming spaces.â
âIn the future, I think community resiliency and community management is the way forward for me, but really, itâs just to make games a better place. Thatâs always been my goal. I started on my soapbox of like, games are good for mental health, I swear, look at the work. And now Iâm pivoting more to practical applications of how to make them even better.â
Update 6/08/23 at 4:04 p.m. PT: Updated to correct the spelling of Celia Hodentâs name.