What happens when hate speech becomes so routine in a cultural space that it’s treated as unremarkable background noise? This talk examines how digital gaming environments have normalized extreme hate speech (particularly misogyny) to the point where it is often dismissed as “just part of gaming culture.” Drawing on recent research, I’ll trace how this normalization creates cultural conditions that make gaming spaces uniquely vulnerable to extremist recruitment and radicalization efforts. By understanding hate speech not as isolated incidents but as an embedded feature of gaming culture, we can better recognize how these environments function as entry points for more organized extremist movements. The presentation concludes with implications for researchers working to address these deeply rooted cultural patterns.
Speaker
Rachel Kowert, Ph.D is a research psychologist, award winning author, and globally recognized leader facilitating global policy and product development with non-profit, governmental, and non-governmental agencies for more than 15 years through data-driven research focused on mental health and trust and safety in digital games. She has spoken about her work to thousands of people across the globe, including the United Nations and the United States Congress. She has published a variety of books and scientific articles relating to the psychology of games and, more recently, the relationship between games and mental health specifically.
