Rachel Kowert
University of Münster
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Publication
Featured researches published by Rachel Kowert.
Computers in Human Behavior | 2013
Julian A. Oldmeadow; Sally Quinn; Rachel Kowert
Research suggests that online communication may benefit those high in social anxiety. The current study examined Facebook use from the perspective of adult attachment theory, exploring relationships between attachment anxiety and avoidance and Facebook use. Social skills have been found to be related to attachment style and internet use thus we also examined the role of these skills. A diverse sample of adult participants (N=617; 50.1% female) completed a self report questionnaire measuring attachment dimensions, social skills, and Facebook use and experience. In line with predictions grounded in attachment theory, we found that individuals with high attachment anxiety used Facebook more frequently, were more likely to use it when feeling negative emotions and were more concerned about how others perceived them on Facebook. High attachment avoidance was related to less Facebook use, less openness and less positive attitudes towards Facebook. These relationships remained when social skills were controlled. These results suggest that Facebook may serve attachment functions and provide a basis for understanding how online communication may be related to attachment styles.
Bulletin of Science, Technology & Society | 2012
Rachel Kowert; Mark D. Griffiths; Julian A. Oldmeadow
The present study sought to examine the extent to which the cultural portrayal of online gamers, often in comical, caricatured, or sensational forms, has become transformed into sets of cognitive associations between the category and traits. A total of 342 participants completed an online survey in which they rated how applicable each of a list of traits was to the group of online gamers. Ratings were made for both personal beliefs (how participants themselves see gamers) and stereotypical beliefs (how most others see gamers). While these beliefs were highly consensual as stereotypes, personal beliefs varied, suggesting that the cultural portrayal of online gamers is beginning to shift into cognitive associations. The role of stereotypes in negotiating a group’s social position are discussed arguing that these stereotypes currently position online gamers as low in social status and socially peripheral. The function of the media in generating stereotypical representations of social groups and convincing the public of their validity is also discussed.
Cyberpsychology, Behavior, and Social Networking | 2014
Rachel Kowert; Emese Domahidi
Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.
Cyberpsychology, Behavior, and Social Networking | 2015
Johannes Breuer; Rachel Kowert; Ruth Festl
From the oversexualized characters in fighting games, such as Dead or Alive or Ninja Gaiden, to the overuse of the damsel in distress trope in popular titles, such as the Super Mario series, the under- and misrepresentation of females in video games has been well documented in several content analyses. Cultivation theory suggests that long-term exposure to media content can affect perceptions of social realities in a way that they become more similar to the representations in the media and, in turn, impact ones beliefs and attitudes. Previous studies on video games and cultivation have often been cross-sectional or experimental, and the limited longitudinal work in this area has only considered time intervals of up to 1 month. Additionally, previous work in this area has focused on the effects of violent content and relied on self-selected or convenience samples composed mostly of adolescents or college students. Enlisting a 3 year longitudinal design, the present study assessed the relationship between video game use and sexist attitudes, using data from a representative sample of German players aged 14 and older (N=824). Controlling for age and education, it was found that sexist attitudes--measured with a brief scale assessing beliefs about gender roles in society--were not related to the amount of daily video game use or preference for specific genres for both female and male players. Implications for research on sexism in video games and cultivation effects of video games in general are discussed.
Computers in Human Behavior | 2017
Linda K. Kaye; Rachel Kowert; Sally Quinn
Previous literature has found inconsistent relationships between online gaming engagement and psychosocial outcomes. To add clarity to this discussion, we explored these relationships though a multidimensional lens of gaming engagement. That is, we examined the role of gamer identity and online social capital as mediators of online gaming engagement and psychosocial outcomes (i.e. self-esteem, loneliness, social competence). We addressed this in a sample of Massively Multiplayer Online (MMOs) players (N = 708), via an online questionnaire to establish cross-sectional associations. Findings revealed positive relationships between MMO engagement (measured by a multidimensional measure), gamer identity, and online social capital. Additionally, gamer identity related positively to self-esteem and social competence, and negatively with loneliness. Differential outcomes were also found between social capital and loneliness. Specifically, loneliness was negatively related to online bonding, but positively with online bridging capital, highlighting the importance of exploring the constitution of gaming communities to assess their role in promoting varying dimensions of social capital and the associated psychological correlates. Taken together, we evidence the psychosocial benefits of MMO engagement, specifically in relation to the social value of identifying and connecting with others in MMOs. Additionally, we highlight the complexities surrounding the concept and measurement of gaming engagement.
Video Games and Creativity | 2015
Nicholas David Bowman; Rachel Kowert; Christopher J. Ferguson
Abstract The impact of video games on society has been debated for decades. In this chapter, we examine the potential impact of video games, both violent and nonviolent, on players’ creativity. We examine video games as a play activity that can foster creativity. We examine how the unique environment of video games makes them particularly well suited for fostering creativity and how examining darker material can create a safe space for examining the darker side of life creatively.
Media Psychology | 2018
Emese Domahidi; Johannes Breuer; Rachel Kowert; Ruth Festl
ABSTRACT Research examining online games often focuses on their potential to negatively impact players. One of the most common concerns is that playing online with others can displace offline relationships and, consequently, detrimentally affect one’s level of “offline” social support. However, there has been little empirical evidence supporting these causal claims. The current study addresses this by outlining a longitudinal analysis between gaming- and non-gaming-related friendships and social support among a representative sample of social online players (i.e., people who play online video games with others). The results indicate that social online video game play with online or offline friends is not related to perceived social support, positively or negatively, cross-sectionally or longitudinally. Taken together, these results dispute the long-held claims of the social displacement hypothesis and instead suggest that social online video game play does not have negative real-world consequences on players’ offline friendships or levels of offline social support.
Computers in Human Behavior | 2015
Nicholas David Bowman; Rachel Kowert; Elizabeth L. Cohen
Playing video game socially can foster feelings of sociability and belonging.Socially ostracized individuals might benefit most from social gameplay.Ostracized players felt moderate enjoyment, both when playing solo or with others.Socially included players felt the lowest enjoyment - especially when playing alone.Data offer insight into how social scenarios anchor entertainment expectations. Video games have long been understood as an entertaining and popular medium, and recent work has suggested that at least part of their appeal rests in their ability to foster feelings of sociability and belonging with others. From this, we expected that following an episode of social ostracism, playing video games with other people would be an enjoyable experience due the games ability to restore ones social needs. However, in a 2 (social inclusion vs. social ostracism)×2 (choosing to play alone vs. co-playing) quasi-experimental design, individuals who were socially ostracized in a ball tossing game reported no deficit in their subsequent enjoyment of the video game. Ostracized players reported above-average enjoyment, while individuals who were socially included pre-gameplay reported significantly lower enjoyment when playing alone compare to all other conditions. These effects held, controlling for individual sex, trait need for belonging, video game self-efficacy, and individual performance at the game. These results ran counter to predictions regarding the socially restorative power of video games following a social ostracism episode, and offer insight into how social scenarios might foster expectations of entertainment media products.
Archive | 2018
Rachel Kowert; Linda K. Kaye
Since their popularization, video games have developed a reputation for being antisocial spaces. However, this is somewhat contrary to the wealth of social opportunities and functions which contemporary gaming offers, as well as what much of the research in the area suggests. This chapter will outline the key claims and draw on research findings from the academic literature, in order to debunk much of these anecdotal and old-fashioned conceptualizations of what gaming is and who gamers are. This will include a discussion of the various ways in which gaming can be experienced socially, the effects of social play, and how these effects may vary depending on the specific type of game and context of play.
Cyberpsychology, Behavior, and Social Networking | 2014
Rachel Kowert; Ruth Festl