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Photo of Rachel Kowert

Rachel Kowert

Researcher

Location United States

Biography

Uniting rigorous research with approachable science communication.

For more than 15 years, Rachel Kowert, Ph.D has been leading data-driven efforts at the intersection of mental health, trust and safety, and digital games, partnering with non-profit, governmental, and international agencies to shape research-informed policy and practice. A research psychologist and award-winning author, she has shared her expertise with audiences around the world, including the United Nations, the U.S. Congress, and the Department of Homeland Security. As the founder of Psychgeist®, Rachel’s mission is to make science about games accessible and engaging through multimedia storytelling, spanning the Psychgeist YouTube channel, the Most Recent Save podcast, and The Psychgeist of Pop Culture book series published by Play Story Press, all of which are designed to translate complex research into meaningful, mainstream conversations that connect culture with psychological insights.

Who Rachel Helps:

  • Policy makers & industry leaders: Delivering evidence-based guidance on digital media policy and design, including trust, safety, mental health, and gaming extremism, through research partnerships
  • Public audiences: Parents, gamers, and curious individuals get accessible insights on topics often mired in academic jargon like escapism, moral panic, or gaming disorder.
  • Game developers: Translating research into practical tools and design strategies for promoting digital well-being and safer digital playgrounds

How Rachel Helps: Rachel brings together her expertise as a researcher, communicator, and strategist to create meaningful impact across mental health, trust, and safety in digital spaces. She designs and leads large-scale research initiatives, translates complex findings into accessible content that resonates with broad audiences, and shapes global conversations by reframing sensationalized narratives into constructive, empathy-driven dialogue. As an editor and advocate, she curates and amplifies critical discussions about media and psychology, ensuring they remain thoughtful, inclusive, and actionable.

Engagement Tools:

  • Accessible Storytelling: Translating complex research into clear, engaging narratives that resonate with diverse audiences.
  • Data-Driven Decision Making: Applying evidence-based insights to guide policy, design, and community strategies for meaningful, measurable impact.
  • Deep-Dive Analysis: Exploring cultural and scientific phenomena with nuance, providing context and insight that spark meaningful reflection.
  • Pop Culture Lenses: Using familiar media and stories as entry points to make psychological concepts relatable and memorable.
  • Multi-Format Communication: Delivering insights across written, audio, and visual mediums to reach people where they are.

Key Clients & Partners:

  • United Nations
  • US Congress
  • Department of Homeland Security
  • Public Safety Canada
  • Roblox
  • Entertainment Software Ratings Board (ESRB)
  • Nurture Academy
  • Games for Change
  • University of Cambridge
Notable Achievements: Rachel pioneered the first federally funded research on gaming and extremism and has authored more than 100 scientific publications in leading journals on psychology and media. She is a frequent presence in international media, with her expertise featured by outlets such as NPR, CBC, The New York TimesWired, and The Atlantic. Recognized as a member of The Game Awards Future Class in 2021, she has been celebrated as one of the rising voices shaping the future of games. In 2025, she was awarded the Vanguard Award from Games for Change celebrating her contributions to trust and safety initiatives and mental health advocacy in the gaming industry. Rachel also holds leading editorial roles in both academic and popular book series, ensuring critical conversations about media and psychology remain accessible, thoughtful, and impactful.
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Notes

Education: PhD in Psychology from University of York, Visiting Researcher at University of Cambridge

Awards

  • Vanguard Award, Games For Change, 2025
  • Global Community Award, University of York Alumni (finalist), 2024
  • Video Game Awards, Future Class inductee, 2021
  • The Game*HER Awards, Top Educator (finalist), 2021
  • Hermes Awards, Best Communications Pandemic Response, 2021
  • Telly Awards, Best Branded Campaign, 2021
  • Golden TTRPGIFS Awards, Community Award, 2021
  • Game Developers Conference, Top Presentation Award, 2020
  • Austin Family Magazine, Austin Awesome Author, 2017
  • INDIES Awards, Top Science Book (honorable mention), 2016

Books: (short excerpt of longer list)

The Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Digital Games Editor: Rachel Kowert  Publication Date: January 2015  Publisher: Routledge (New York, London)

The Video Game Debate 2: Revisiting the Physical, Social, and Psychological Effects of Video Games Editors: Rachel Kowert & Thorsten Quandt  Publication Date: November 29, 2020 Publisher: Routledge (Taylor & Francis)

Video Games and Well‑Being: Press Start  Editor: Rachel Kowert  Publication Date: December 2019 (hardcover/ebook); December 2020 (softcover)  Publisher: Palgrave Pivot (Springer Nature)

A Parent’s Guide to Video Games: The Essential Guide to Understanding How Video Games Impact Your Child’s Physical, Social, and Psychological Well‑Being  Author: Rachel Kowert
Publication Date: November 30, 2016  Publisher: CreateSpace Independent Publishing Platform

 

Academic and Professional Publications: (short excerpt of longer list)

Kilmer, E, & Kowert, R. (2024). Addressing toxicity and extremism in games: Conversations with the video games industry. Games and Culture.
Kowert, R. & Crevoshay, E. (2023). Harassment of game makers: Prevalence and impact. F1000 Research.
Kowert, R., Martel, A., & Swann, B. (2022). Not just a game: Identity fusion and extremism in gaming culture. Frontiers in Psychology.
Dark Participation in Games, Frontiers in Psychology · Nov 10, 2020
The role of social identity and online social capital on psychosocial outcomes in MMO players. Computers in Human Behavior · Jan 1, 2017
A longitudinal analysis of gaming- and non-gaming-related friendships and social support among social online game players. Media Psychology · Dec 15, 2016
he Video Game Debate: Unravelling the Physical, Social, and Psychological Effects of Video Games. Routledge · Jan 1, 2016
Sexist Games=Sexist Gamers? A Longitudinal Study on the Relationship Between Video Game Use and Sexist Attitudes. Cyberpsychology, Behavior, and Social Networking · Jan 1, 2015

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