Therapy Game: Re 03

Therapy Game: Re 03 PDF Author: Meguru Hinohara
Publisher: Egmont
ISBN: 3864589010
Category : Comics & Graphic Novels
Languages : de
Pages : 180

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Book Description
"Okay, aber dafür werden wir im nächsten Urlaub das Bett nicht mehr verlassen." Minato und Shizuma sind nun in einer festen Beziehung. Doch Shizuma wird von seinem Beruf als Tierarzt vollkommen eingenommen und arbeitet fast ununterbrochen. An den meisten Tagen bekommen sich die beiden gar nicht zu sehen. Als der langersehnte Ulraub naht, gibt es da allerdings noch eine ander Hürde, die sie meistern müssen...

Therapy Game: Re 03

Therapy Game: Re 03 PDF Author: Meguru Hinohara
Publisher: Egmont
ISBN: 3864589010
Category : Comics & Graphic Novels
Languages : de
Pages : 180

Get Book Here

Book Description
"Okay, aber dafür werden wir im nächsten Urlaub das Bett nicht mehr verlassen." Minato und Shizuma sind nun in einer festen Beziehung. Doch Shizuma wird von seinem Beruf als Tierarzt vollkommen eingenommen und arbeitet fast ununterbrochen. An den meisten Tagen bekommen sich die beiden gar nicht zu sehen. Als der langersehnte Ulraub naht, gibt es da allerdings noch eine ander Hürde, die sie meistern müssen...

Therapy Game Restart, Vol. 2 (Yaoi Manga)

Therapy Game Restart, Vol. 2 (Yaoi Manga) PDF Author: Meguru Hinohara
Publisher: VIZ Media LLC
ISBN: 197473367X
Category : Comics & Graphic Novels
Languages : en
Pages : 196

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Book Description
Shizuma has proposed living together and couldn’t be more gung ho about it! Minato, on the other hand, is a little more reserved and wants to think things through first. Will apartment hunting give Minato the push he needs to take the next step in their relationship? Or will Shizuma’s sometimes heavy-handed love get in the way of his big decision? -- VIZ Media

Secret XXX (Yaoi Manga)

Secret XXX (Yaoi Manga) PDF Author: Meguru Hinohara
Publisher: VIZ Media LLC
ISBN: 1974719642
Category : Comics & Graphic Novels
Languages : en
Pages : 204

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Book Description
Shohei loves bunnies! He loves them so much he’s even taken to volunteering at a local pet shop. Store owner Mito is as sweet and kind as the fuzzy critters he cares for, and it’s not long before Shohei finds himself wanting to cuddle with him as much as the bunnies! But Shohei is hiding a dangerous secret, one that makes this dream an unlikely reality. -- VIZ Media

Therapy Game, Vol. 1 (Yaoi Manga)

Therapy Game, Vol. 1 (Yaoi Manga) PDF Author: Meguru Hinohara
Publisher: VIZ Media LLC
ISBN: 1974720381
Category : Comics & Graphic Novels
Languages : en
Pages : 172

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Book Description
Recently dumped, and very straight, Shizuma tries to drink his sorrow away, only to wake up being spooned by a man! When he explains to Minato, his drunken fling, that he doesn’t remember a thing about their night together, Minato secretly vows to seduce him again—and then dump him as revenge! But even the best-laid plans can go awry when Cupid has his way. -- VIZ Media

Working with Video Gamers and Games in Therapy

Working with Video Gamers and Games in Therapy PDF Author: Anthony M. Bean
Publisher: Routledge
ISBN: 1351700677
Category : Psychology
Languages : en
Pages : 170

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Book Description
Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients’ relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

Aggression in Play Therapy: A Neurobiological Approach for Integrating Intensity

Aggression in Play Therapy: A Neurobiological Approach for Integrating Intensity PDF Author: Lisa Dion
Publisher: W. W. Norton & Company
ISBN: 0393713202
Category : Psychology
Languages : en
Pages : 142

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Book Description
Offers play therapists practical ways of handling a pervasive issue with intense and aggressive play by their clients. With an understanding of aggressive play based on brain function and neuroscience, this book provides therapists with a framework to work authentically with aggressive play, while making it an integrative and therapeutic experience for the child. Through the lens of neuroscience and interpersonal neurobiology, therapists are taught how to integrate the intensity experienced by both the child and the therapist during aggressive play in a way that leads towards greater healing and integration. The book explains the neurological processes that lead kids to dysregulation and provides therapists with tools to help their clients facilitate deep emotional healing, without causing their own nervous system to shut down. Topics covered include: embracing aggression; understanding the nervous system; understanding regulation; developing yourself as an external regulator; authentic expression; setting boundaries; working with emotional flooding; supporting parents during aggressive play.

Cultural Issues in Play Therapy

Cultural Issues in Play Therapy PDF Author: Eliana Gil
Publisher: Guilford Publications
ISBN: 1462546900
Category : Psychology
Languages : en
Pages : 226

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Book Description
This unique resource is now in an extensively revised second edition with more than 90% new material and an expanded conceptual framework. Filled with rich case illustrations, the book explores how children's cultural identities--as well as experiences of marginalization--shape the challenges they bring to therapy and the ways they express themselves. Expert practitioners guide therapists to build competence for working across different dimensions of diversity, including race and ethnicity, gender identity, sexual orientation, and disability. Purchasers get access to a companion website featuring chapters from the first edition on play therapy with major cultural groups: African Americans, Hispanics, Native Americans, and Asian Americans. New to This Edition *Virtually a new book; incorporates a broader definition of culture and an increased social justice focus. *Chapters on working with children of color, LGBT children and adolescents, undocumented families, and Deaf children. *Chapter on dismantling white privilege in the play therapy office. *Chapters on school bullying and on how technology is transforming play, including tips for conducting tele-play therapy.

Therapy Game Restart, Vol. 3

Therapy Game Restart, Vol. 3 PDF Author: Meguru Hinohara
Publisher: SuBLime
ISBN: 9781974743841
Category : Comics & Graphic Novels
Languages : en
Pages : 0

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Book Description
Sparks continue to fly in this Therapy Game sequel where Shizuma and Minato learn to navigate commitment—in both work and love! From a forgotten one-night stand to a plan for revenge, Shizuma and Minato have been through it all. But now that they’re officially a couple, new challenges await, and their fledgling relationship must learn to soar! Still living separately, Minato and Shizuma are finding it hard to see each other because of the distance and their hectic schedules. To remedy this, the two start apartment hunting in earnest and even make an appointment to view a promising possibility. But they’ve been down this road once before, with disappointing results—is the universe on their side this time, or is a greater power telling them it’s time to throw in the towel?

Cognitive Therapy Techniques

Cognitive Therapy Techniques PDF Author: Robert L. Leahy
Publisher: Guilford Publications
ISBN: 1462529046
Category : Psychology
Languages : en
Pages : 537

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Book Description
This indispensable book has given many tens of thousands of practitioners a wealth of evidence-based tools for maximizing the power of cognitive therapy and tailoring it to individual clients. Leading authority Robert L. Leahy describes ways to help clients identify and modify problematic thoughts, core beliefs, and patterns of worry, self-criticism, and approval-seeking; evaluate personal schemas; cope with painful emotions; and take action to achieve their goals. Each technique includes vivid case examples and sample dialogues. Featuring 123 reproducible forms, the book has a large-size format for easy photocopying; purchasers also get access to a Web page where they can download and print the reproducible materials. New to This Edition *Numerous additional techniques and reproducible tools, including 48 new or revised forms. *Chapters on decision-making problems, intrusive thoughts, and anger management issues. *Incorporates the latest theory and research as well as cutting-edge techniques drawn from acceptance and commitment therapy (ACT), behavioral activation, dialectical behavior therapy (DBT), emotional schema therapy, and the metacognitive model. *Significantly revised chapters on emotion regulation and worries. *Filled-out examples for many of the forms.

Computers and Games for Mental Health and Well-Being

Computers and Games for Mental Health and Well-Being PDF Author: Yasser Khazaal
Publisher: Frontiers Media SA
ISBN: 2889454967
Category : Video games in education
Languages : en
Pages : 311

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Book Description
Recent years have seen important developments in the computer and game industry, including the emergence of the concept of serious games. It is hypothesized that tools such as games, virtual reality, or applications for smartphones may foster learning, enhance motivation, promote behavioral change, support psychotherapy, favor empowerment, and improve some cognitive functions. Computers and games may create supports for training or help people with cognitive, emotional, or behavioral change. Games take various formats, from board games to informatics to games with interactive rules of play. Similarly, computer tools may vary widely in format, from self-help or assisted computerized training to virtual reality or applications for smartphones. Some tools that may be helpful for mental health were specifically designed for that goal, whereas others were not. Gamification of computer-related products and games with a numeric format tend to reduce the gap between games and computers tools and increase the conceptual synergy in such fields. Games and computer design share an opportunity for creativity and innovation to help create, specifically design, and assess preventive or therapeutic tools. Computers and games share a design conception that allows innovative approaches to overcome barriers of the real world by creating their own rules. Yet, despite the potential interest in such tools to improve treatment of mental disorders and to help prevent them, the field remains understudied and information is under-disseminated in clinical practice. Some studies have shown, however, that there is potential interest and acceptability of tools that support various vehicles, rationales, objectives, and formats. These tools include traditional games (e.g., chess games), popular electronic games, board games, computer-based interventions specifically designed for psychotherapy or cognitive training, virtual reality, apps for smartphones, and so forth. Computers and games may offer a true opportunity to develop, assess, and disseminate new prevention and treatment tools for mental health and well-being. Currently, there is a strong need for state-of-the-art information to answer questions such as the following: Why develop such tools for mental health and well-being? What are the potential additions to traditional treatments? What are the best strategies or formats to improve the possible impact of these tools? Are such tools useful as a first treatment step? What is the potential of a hybrid model of care that combines traditional approaches with games and/or computers as tools? What games and applications have already been designed and studied? What is the evidence from previous studies? How can such tools be successfully designed for mental health and well-being? What is rewarding or attractive for patients in using such treatments? What are the worldwide developments in the field? Are some protocols under development? What are the barriers and challenges related to such developments? How can these tools be assessed, and how can the way that they work, and for whom, be measured? Are the potential benefits of such products specific, or can these additions be attributed to nonspecific factors? What are the users’ views on such tools? What are the possible links between such tools and social networks? Is there a gap between evidence-based results and market development? Are there any quality challenges? What future developments and studies are needed in the field?