9781734866025-1734866020-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

ISBN-13: 9781734866025
ISBN-10: 1734866020
Author: PsyD, Anthony M. Bean, Emory S. Daniel Jr., Sarah A. H. Sawyer
Publication date: 2020
Publisher: Leyline Publishing
Format: Paperback 277 pages
Category: Mental Health
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Book details

ISBN-13: 9781734866025
ISBN-10: 1734866020
Author: PsyD, Anthony M. Bean, Emory S. Daniel Jr., Sarah A. H. Sawyer
Publication date: 2020
Publisher: Leyline Publishing
Format: Paperback 277 pages
Category: Mental Health

Summary

Integrating Geek Culture into Therapeutic Practice: The Clinician's Guide to Geek Therapy (ISBN-13: 9781734866025 and ISBN-10: 1734866020), written by authors PsyD, Anthony M. Bean, Emory S. Daniel Jr., Sarah A. H. Sawyer, was published by Leyline Publishing in 2020. With an overall rating of 4.3 stars, it's a notable title among other Mental Health books. You can easily purchase or rent Integrating Geek Culture into Therapeutic Practice: The Clinician's Guide to Geek Therapy (Paperback) from BooksRun, along with many other new and used Mental Health books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $1.97.

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.

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