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Integrating Geek Culture into Therapeutic Practice: The Clinician's Guide To Geek Therapy [Kietas viršelis]

4.44/5 (18 ratings by Goodreads)
  • Formatas: Hardback, 250 pages, aukštis x plotis: 230x155 mm, weight: 614 g
  • Išleidimo metai: 30-Sep-2020
  • Leidėjas: Leyline Publishing
  • ISBN-10: 1734866039
  • ISBN-13: 9781734866032
Kitos knygos pagal šią temą:
  • Formatas: Hardback, 250 pages, aukštis x plotis: 230x155 mm, weight: 614 g
  • Išleidimo metai: 30-Sep-2020
  • Leidėjas: Leyline Publishing
  • ISBN-10: 1734866039
  • ISBN-13: 9781734866032
Kitos knygos pagal šią temą:
This 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.
Introduction 1(4)
Anthony M. Bean
Video Games And Gamers 5(2)
1 Video Games: An Introduction
7(18)
Rachel Kowert
2 Video Games: The New Mythology
25(14)
Anthony M. Bean
3 The Integration of Play Within Video Games in Clinical Practice
39(20)
Jessica Stone
DUNGEONS & DRAGONS
59(72)
4 Introduction to Dungeons & Dragons
61(14)
Joseph Lasley
5 Tabletop Role Playing Games in Therapy
75(20)
Megan Connell
Elizabeth D. Kilmer
Jared N. Kilmer
6 Dungeons, Dragons, and Social Development
95(14)
Adam Davis
Adam Johns
7 Why Older Adventurers Can Beat a Lich: How Dungeons & Dragons Empowers Older Adults
109(22)
Joseph F. Atanasio
COMIC CONS AND FANDOMS
131(44)
8 Introduction to Comic Conventions, Fandoms, and Cult Followings
133(12)
Shane Tilton
9 When Heroes Become Villains: Developing Parasocial Relationships with Characters and the Expectancy Violation of Meeting the Actors
145(16)
Emory S. Daniel Jr.
10 No Girls Allowed: The Gendered Attendance of Conventions
161(14)
Sarah A. Hays
COMICS, SUPERHEROES, AND ANIME
175(54)
11 Introduction to Comic Book Characters
177(8)
Aaron C. Cross
12 From the Hulk to Captain America - How Values and Emotions Influence Our Approach
185(12)
Matthew J. Fellows
13 Positive Psychology and (Super) Heroes
197(14)
Ryan M. Kelly
Jason M. Bird
14 The Psychology of Anime: Belongingness, Resilience, and Hope
211(18)
Ryan M. Kelly
SUPPLEMENTARY TOPICS
229(30)
15 Finding Identities: Why Being a Geek Is Socially Powerful
231(14)
Kelli Dunlap
Chrisha Anderson
16 Sexism in Geek Culture
245(14)
Stephanie Orme
Resource Groups for Clinicians 259(8)
Index 267