Integrating Geek Culture Into Therapeutic Practice: The Clinician's Guide to Geek Therapy

Integrating Geek Culture Into Therapeutic Practice: The Clinician's Guide to Geek Therapy PDF Author: Anthony M. Bean
Publisher: Leyline Publishing
ISBN: 9781734866025
Category : Psychology
Languages : en
Pages : 250

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Book Description
Have you ever had a client who talks about Video Games, Dungeons and Dragons, Anime, or Comic Books? Likely they identify as a Geek. Being a geek can be seen as difficult for many; the social awkwardness, ineptitude, and judgment from others leads individuals to feel isolated in a world of their own. Geeks, by traditional definition, are passionate about anthologies and characters from a variety of fictional, fantasy, and virtual formats that are sometimes niche or unpopular, creating feelings of relatedness towards avatar experiences in an often otherwise lonely life. Integrating Geek Culture into Therapeutic Practice: The Clinician's Guide to Geek Therapy is a comprehensive compendium of how Geek Therapy clinicians and scholars currently use a variety of games, media artifacts, and other geek culture items in therapeutic context and intervention. Even more important, the authors within this book are currently at the forefront of their research fields and are accordingly considered experts within the growing field of Geek Therapy clinical practice. Throughout the book, leading researchers within the field of Psychology, Communication Studies, and more have been able to provide clinical examples, research-based approaches, and specifics about how to utilize these items therapeutically - further enhancing the material and providing solid supportive guidance for clinicians. Clinicians reading this can develop further competence and understanding of the concepts found within their practices which will be helpful for their personal success and cultural competence to best serve their clientele. These modalities have resulted in clients experiencing: Reduced anxiety and depressive symptoms Improved self-esteem Richer interpersonal interactions Greater social and school engagement and Superior development of social skills and problem solving These techniques are being used to improve overall psychological well-being across all ages, as well as focusing on the specific needs of targeted populations, such as those with ADHD, ASD, PTSD, and mood and anxiety disorders.

Integrating Geek Culture Into Therapeutic Practice: The Clinician's Guide to Geek Therapy

Integrating Geek Culture Into Therapeutic Practice: The Clinician's Guide to Geek Therapy PDF Author: Anthony M. Bean
Publisher: Leyline Publishing
ISBN: 9781734866025
Category : Psychology
Languages : en
Pages : 250

Get Book Here

Book Description
Have you ever had a client who talks about Video Games, Dungeons and Dragons, Anime, or Comic Books? Likely they identify as a Geek. Being a geek can be seen as difficult for many; the social awkwardness, ineptitude, and judgment from others leads individuals to feel isolated in a world of their own. Geeks, by traditional definition, are passionate about anthologies and characters from a variety of fictional, fantasy, and virtual formats that are sometimes niche or unpopular, creating feelings of relatedness towards avatar experiences in an often otherwise lonely life. Integrating Geek Culture into Therapeutic Practice: The Clinician's Guide to Geek Therapy is a comprehensive compendium of how Geek Therapy clinicians and scholars currently use a variety of games, media artifacts, and other geek culture items in therapeutic context and intervention. Even more important, the authors within this book are currently at the forefront of their research fields and are accordingly considered experts within the growing field of Geek Therapy clinical practice. Throughout the book, leading researchers within the field of Psychology, Communication Studies, and more have been able to provide clinical examples, research-based approaches, and specifics about how to utilize these items therapeutically - further enhancing the material and providing solid supportive guidance for clinicians. Clinicians reading this can develop further competence and understanding of the concepts found within their practices which will be helpful for their personal success and cultural competence to best serve their clientele. These modalities have resulted in clients experiencing: Reduced anxiety and depressive symptoms Improved self-esteem Richer interpersonal interactions Greater social and school engagement and Superior development of social skills and problem solving These techniques are being used to improve overall psychological well-being across all ages, as well as focusing on the specific needs of targeted populations, such as those with ADHD, ASD, PTSD, and mood and anxiety disorders.

Integrating Geek Culture Into Therapeutic Practice: The Clinician's Guide to Geek Therapy 2nd Edition

Integrating Geek Culture Into Therapeutic Practice: The Clinician's Guide to Geek Therapy 2nd Edition PDF Author: Dr Anthony Bean, PhD
Publisher:
ISBN: 9781955406321
Category : Psychology
Languages : en
Pages : 0

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Book Description
Integrating Geek Culture into Therapeutic Practice: The Clinician's Guide to Geek Therapy is a comprehensive compendium of how Geek Therapy clinicians and scholars currently use a variety of games, media artifacts, and other geek culture items in therapeutic context and intervention.

Tabletop Role-Playing Therapy: A Guide for the Clinician Game Master

Tabletop Role-Playing Therapy: A Guide for the Clinician Game Master PDF Author: Megan A. Connell
Publisher: W. W. Norton & Company
ISBN: 1324030615
Category : Psychology
Languages : en
Pages : 261

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Book Description
A comprehensive book explaining “applied RPGs”—using role-playing games therapeutically. Across the globe, therapists are using tabletop roleplaying games (RPG) such as Dungeons & Dragons as a part of their practice. This book provides an overview of what RPGs are and what makes them such an effective and powerful tool for therapy. By examining research on gaming, flow, immersion, and role-play, readers will gain a better understanding of the theoretical underpinnings and how to skillfully and ethically use RPGs in their own practices. The author also looks at the history of RPGs, specifically focusing on issues of diversity and representation to help providers understand some possible pitfalls that exist within the medium. The book utilizes an example group to walk through everything from conception, planning, running, documentation, and termination of the group.

The Routledge Handbook of Role-Playing Game Studies

The Routledge Handbook of Role-Playing Game Studies PDF Author: José P. Zagal
Publisher: Taylor & Francis
ISBN: 1040029760
Category : Games & Activities
Languages : en
Pages : 588

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Book Description
This Handbook provides a comprehensive guide to the latest research on role-playing games (RPGs) across disciplines, cultures, and media in one single, accessible volume. Collaboratively authored by more than 40 key scholars, it traces the history of RPGs, from wargaming precursors to tabletop RPGs like Dungeons & Dragons to the rise of live-action role-play and contemporary computer RPG and massively multiplayer online RPG franchises, like Baldur’s Gate, Genshin Impact, and World of Warcraft. Individual chapters survey the perspectives, concepts, and findings on RPGs from key disciplines, like performance studies, sociology, psychology, education, economics, game design, literary studies, and more. Other chapters integrate insights from RPG studies around broadly significant topics, like worldbuilding, immersion, and player-character relations, as well as explore actual play and streaming, diversity, equity, inclusion, jubensha, therapeutic uses of RPGs, and storygames, journaling games, and other forms of text-based RPGs. Each chapter includes definitions of key terms and recommended readings to help students and scholars new to RPG studies find their way into this interdisciplinary field. A comprehensive reference volume ideal for students and scholars of game studies and immersive experiences and those looking to learn more about the ever-growing, interdisciplinary field of RPG studies.

Mental Health in the Digital Age

Mental Health in the Digital Age PDF Author: Sheri Bauman
Publisher: Springer Nature
ISBN: 3031321227
Category : Psychology
Languages : en
Pages : 215

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Book Description
This second edition of this highly impactful book examines the intersection of mental health and digital technology to make informed decisions about the new options provided by digital technology. It highlights the rise in online therapy and social media and examines the ethical dilemmas involved in online research to suggest that the benefits created far outweigh the possible risks. This expanded and updated second edition, includes practical suggestions for clinicians and public, builds upon the first by updating readers on recent developments in technology and research in this area since 2015. It explores ways in which governments and practitioners responded to the mental health crisis caused by the Covid-19 pandemic, and looks at the challenges as well as the benefits of our increasing interaction online.

Therapeutically Applied Role-Playing Games

Therapeutically Applied Role-Playing Games PDF Author: Elizabeth D. Kilmer
Publisher: Taylor & Francis
ISBN: 1000860221
Category : Psychology
Languages : en
Pages : 271

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Book Description
Therapeutically Applied Role-Playing Games provides a comprehensive approach to implementing therapeutically applied role-playing game (TA-RPG) groups for mental health practitioners. When facilitated by a trained professional, TA-RPGs are a powerful tool for insight, growth, and change for individuals and communities. The Game to Grow Method of Therapeutically Applied Role-Playing Games is a transdiagnostic, transtheoretical, group intervention developed over a decade of practice using Dungeons & Dragons and other popular tabletop role-playing game systems, as well as leveraging therapeutic factors from acceptance and commitment therapy, marriage and family therapy, drama therapy, and interpersonal process groups. TA-RPGs are conceptualized as a gaming system layered on top of established intervention techniques. They can accommodate a multitude of game systems and align with theoretical mechanisms for change found across therapeutic orientations. This work serves as a comprehensive training manual for TA-RPGs, providing a valuable resource for mental health professionals interested in incorporating TA-RPGs into their practice.

Digital Play Therapy

Digital Play Therapy PDF Author: Jessica Stone
Publisher: Routledge
ISBN: 0429671229
Category : Psychology
Languages : en
Pages : 207

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Book Description
Digital Play Therapy focuses on the responsible integration of technology into play therapy. With a respect for the many different modalities and approaches under the play therapy umbrella, this book incorporates therapist fundamentals, play therapy tenets, and practical information for the responsible integration of digital tools into play therapy treatment. Written in a relatable manner, this book provides both the foundation and practical information for confident use of digital tools and brings play therapy, and therapy in general, forward into the 21st century. Digital Play Therapy provides a solid grounding both for clinicians who are brand new to the incorporation of digital tools as well as to those who have already begun to witness the powerful therapeutic dynamic of digital play therapy.

Role-Playing Games in Psychotherapy

Role-Playing Games in Psychotherapy PDF Author: Daniel Hand
Publisher: Springer Nature
ISBN: 3031317408
Category : Psychology
Languages : en
Pages : 262

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Book Description
This book offers an accessible, comprehensive resource to practitioners who wish to incorporate RPGs into their client-work. Tabletop role-playing games, RPGs, have long been associated with various unique emotional, cognitive, and social benefits, but only recently has the term 'RPG Therapy' entered into the mental-health lexicon. Presenting simple game- and storytelling mechanics, and demonstrating how they may be utilized in accordance with specific professional modalities, this supportive guide explores every step of the implementation process, from underlying therapeutic principles to initial creative exercises to actual in-session play, and encourages readers to have confidence in their own imaginative abilities. Written for practitioners of all levels of client- and RPG experience, this groundbreaking and authoritative book provides case examples and practical tools, along with pragmatic and straightforward advice on how to implement this exciting new form of intervention.

Technology in Mental Health

Technology in Mental Health PDF Author: Jessica Stone
Publisher: Taylor & Francis
ISBN: 1000820718
Category : Psychology
Languages : en
Pages : 80

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Book Description
Technology in Mental Health focuses on the responsible integration of technology into therapy in a world affected by COVID. Author Jessica Stone discusses the pandemic’s effects on the mental health field, historical fundamentals, and possible future implications. Chapters also explore legal and ethical considerations as well as educational and supervision needs. Seasoned and new clinicians alike will find valuable information in these pages as they progress from traditional to modern to post-COVID mental health treatment.

Online Harms and Cybertrauma

Online Harms and Cybertrauma PDF Author: Catherine Knibbs
Publisher: Taylor & Francis
ISBN: 1000895653
Category : Psychology
Languages : en
Pages : 174

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Book Description
This vital, sensitive guide explains the serious issues children face online and how they are impacted by them on a developmental, neurological, social, mental health and wellbeing level. Covering technologies used by children aged two through to adulthood, it offers parents and professionals clear, evidence-based information about online harms and their effects and what they can do to support their child should they see, hear or bear witness to these events online. Catherine Knibbs, specialist advisor in the field, explains the issues involved when using online platforms and devices in family, social and educational settings. Examined in as non-traumatising a way as possible, the book covers key topics including cyberbullying; cyberstalking; pornography; online grooming; sexting; live streaming; vigilantism; suicide and self-harm; trolling and e-harassment; bantz, doxing and social media hacking; dares, trends and life-threatening activities; information and misinformation; and psychological games. It also explores the complex overlap of offline and online worlds in children and young people’s lives. Offering guidance and proactive and reactive strategies based in neuroscience and child development, it reveals how e-safety is not one size fits all and must consider individual children’s and families’ vulnerabilities. Online Harms and Cybertrauma will equip professionals and parents with the knowledge to support their work and direct conversations about the online harms that children and young people face. It is essential reading for those training and working with children in psychological, educational and social work contexts, as well as parents, policy makers and those involved in development of online technologies.