Season 6 Episode 8: Gaming with Jess Rowlings

Today’s guest is Jess Rowlings. Jess is the CEO and co-founder of Next Level Collaboration, as well as a qualified speech and language therapist. She also works as a researcher at the Melbourne Graduate School of Education, and previously Murdoch Children’s Research Institute.

Jess is an adult diagnosed AuDHDer and has a lifelong love of games, both of which inform her work and research. As a researcher, she is passionate about the use of digital games-based learning to promote inclusion and a sense of belonging, and her work has included developing and running a dedicated Minecraft server to support neurodivergent girls and women.

In this episode, Monique and Jess cover:

  • Jess’ path to identifying her own neurodivergence.

  • Her research on gaming and neurodivergence.

  • How gaming can support both sides of the AuDHD brain, what it can tell us about a person’s problem-solving style, and how it can promote collaborative problem-solving skills.

  • Jess’ relationship to gaming throughout her life, and the purpose gaming has served for her.

  • Gender in gaming, including the popularity of gaming amongst adult women, blocks to gaming accessibility for girls, women, and AFAB folk, and Jess’ suggestions around what parents and adult gamers can do to have safer and more accessible gaming spaces.

  • The huge variety of experiences and play options that come under the ‘gaming’ umbrella and how this has evolved over time.

  • Discussion on the potential negative effects of gaming, including recognising active vs. passive screen time, the balance of gaming with other life activities, and what parents and adult gamers can do to support healthy gaming activity.

  • The importance of taking kids’ interest and strength in gaming seriously.

  • The many benefits of gaming for neurodivergent folk.


[00:01:13] How gaming can support both sides of the AuDHD brain

Key Takeaways:

  • Research on adult neurodivergent women in gaming is limited, often focusing on children or therapeutic interventions rather than leisure or self-regulation. This highlights a significant gap in understanding the value of gaming for adults.

  • Neurodivergent individuals frequently adjust their lives to accommodate sensory and emotional needs, embracing strategies like structured shopping routines to reduce stress.

  • Gaming offers a unique way to balance the needs of AuDHD brains by combining structured mechanics (suited to Autistic preferences) with open-ended exploration and novelty (appealing to ADHD traits).

  • Games like Untitled Goose Game allow players to engage creatively, socially, and without pressure, making them ideal for both anxious players and intergenerational groups exploring gaming for the first time.

  • Societal bias often praises solitary activities like reading while stigmatising gaming, despite both serving similar purposes of self-regulation, creativity, and escape.

  • Gaming is increasingly recognised as an art form and narrative medium, evolving from a pastime into a platform for storytelling and emotional connection, comparable to books and films.


[00:16:00] Jess’ relationship to gaming throughout her life

Key Takeaways: 

  • Gaming became a meaningful part of childhood for Jess after her family introduced a PlayStation 2, serving as both an outlet for self-expression and a tool for building relationships with her younger sister.

  • Collaborative gameplay fostered teamwork and connection, even in single-player games, by sharing challenges and solutions. This experience highlighted how gaming can strengthen sibling bonds.

  • Games like Animal Crossing provided a virtual escape and a sense of belonging for neurodivergent kids, offering a world where they could create, customise, and form relationships that felt safe and meaningful.

  • Gaming can provide shared topics of conversation at school and make day to day social interactions with other kids easier. However, for Jess and Monique this often didn’t translate into lasting friendships.

  • Jess’ program Next Level Collabration uses gaming to facilitate social connection and friendships amongst neurodivergent kids, working on building friendships and working as a team, and creating a foundation for social connections that can extend beyond the program.

We know that putting people together in the same space doesn’t always lead to ongoing relationships. But giving them support to work as a team and build on common interests is where we see friendships start to strengthen.
— Jess Rowlings

[00:21:40] Gender in gaming, including the popularity of gaming amongst adult women

Key Takeaways:

  • Gendered stereotypes historically excluded girls from gaming, with presents that girls are given and opportunities often aligning with traditional gender roles. While this has improved, women and AFAB individuals still face unique barriers to feeling welcome in gaming spaces.

  • Online harassment disproportionately affects women, with some using strategies like voice-altering software or gender-neutral screen names to protect themselves. Reporting systems and moderation often fail to adequately address inappropriate behaviour.

  • Parents can help kids navigate online spaces by reviewing privacy and reporting settings together, discussing their purpose, and practising strategies for managing unfriendly or inappropriate behaviour.

  • Open, judgment-free communication with kids is essential. Assure them they won’t get in trouble for reporting uncomfortable situations and provide clear steps for addressing such issues.

  • Adults are encouraged to game on their own terms. Strategies like turning off voice chat, using private playgroups, or finding neurodivergent-friendly gaming communities can help create a safer, more enjoyable environment.

  • Setting boundaries in gaming is vital for mental health and well-being. Choosing games or features that align with your energy and emotional needs ensures the experience remains enjoyable and restorative.


[00:00:00] Cosy gaming and the huge variety of experiences and play options that come under the ‘gaming’ umbrella

Key Takeaways:

  • Early gaming consoles and marketing were heavily male-oriented, often promoting violent or action-focused games. However, campaigns in the mid-2000s began targeting women and girls, albeit through stereotypical caregiving-themed games like cooking mama and fashion design.

  • The rise of cosy games, like Stardew Valley and Animal Crossing, has created an accessible space for diverse players to enjoy relaxing, creative, and collaborative gaming experiences. These games offer flexibility, low-pressure tasks, and opportunities for connection.

  • Cosy gaming fosters collaboration and creativity, with families and couples using games as a way to connect. Shared experiences, like building farms or designing islands, provide meaningful bonding moments without requiring intense gameplay skills.

  • Games like Spiritfarer explore deeper emotional themes, offering players an interactive way to process and understand grief while also fostering a sense of accomplishment and connection to the characters.

  • Modern games like The Legend of Zelda: Breath of the Wild are increasingly recognised as cosy due to their flexibility. Players can focus on exploration, creativity, and side missions without the pressure to complete main quests or difficult challenges.

  • Gaming has evolved far beyond outdated stereotypes, now encompassing a variety of genres and experiences that serve as tools for relaxation, creativity, emotional healing, and connection.



[00:40:36] Discussion on screen time and the potential negative effects of gaming

Key Takeaways:

  • Not all screen time is the same. Passive screen time, like watching videos, differs from active screen time, such as gaming, which can foster social connections, problem-solving skills, and even emotional regulation.

  • Research highlights the benefits of gaming across age groups, including for older adults in aged care settings, where gaming can enhance social interaction, cognitive skills, and storytelling opportunities.

  • Instead of focusing on time spent gaming, it’s more important to assess the quality and balance of gaming in life.

    • Questions to ask include: “Does gaming fit well with other commitments?”

    • “Does it still bring joy without causing stress or negatively impacting other areas of life?”

  • Games can be chosen based on personal needs or moods, such as relaxing with Animal Crossing, releasing stress with a fighting game, or engaging in problem-solving with puzzle-based titles like Zelda.

  • The wide variety of games now available means that players can tailor their gaming experience to meet emotional, mental, or creative needs, challenging the stereotype that gaming is inherently aggressive or unproductive.

  • Open-ended games like Minecraft have become hugely successful due to their creative flexibility, offering endless opportunities for players to build and explore on their own terms.


[00:46:13] Valuing kids’ passion for gaming and its many benefits for neurodivergent folk

Key takeaways:

  • Gaming can become unhelpful when it interferes with essential life tasks like hygiene, eating, socialising, or meeting work and school commitments. Balance, rather than strict time limits, should guide gaming habits.

    • Strategies like screen time budgets, timers, and family participation in gaming can help create healthy gaming boundaries. These approaches give autonomy to kids while ensuring balance with other life activities.

  • For neurodivergent individuals, gaming often serves as a vital tool for emotional regulation, creativity, and burnout recovery, offering low-demand, controlled environments to recharge and connect.

  • Shared gaming experiences, such as couch co-op games, can foster collaboration and family bonding. Games like Moving Out provide lighthearted, teamwork-focused fun with minimal stakes, suitable for all ages.

  • For individuals with co-occurring conditions like chronic pain or fatigue, gaming offers accessible social and emotional engagement without the physical demands of in-person activities, breaking down barriers to connection.

  • A neurodiversity-affirming lens shifts the focus from blaming gaming to addressing societal and systemic barriers. Gaming often meets the needs that traditional environments fail to accommodate, highlighting the adaptability and resourcefulness of neurodivergent individuals.

Autistic and ADHD people are incredibly resourceful—they find ways to meet their needs with the least energy cost, whether through gaming, reading, or creativity.
— Monique Mitchelson

Connect with Jess Rowlings:


Things We Mentioned:

  • Jess has also co-written a book with Matthew Harrison - Press B to Belong – on creating inclusive Esports programs for school communities.

  • This episode with Jess is kicking off a little mini-series we have planned for you on neurodivergent joy; next week we’ll be talking about special interests and creative expression, followed by self-care and self-nurturance. Subscribe to TNDWP on Apple Podcasts, Spotify, or whichever pod player you prefer, and you will be notified when our next episodes drop.


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Season 6, Episode 9: Special Interests and Creativity with Marie Masse

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Season 6, Episode 7: Aging as an Autistic Person with Prof. Sandra Thom-Jones