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

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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.

267 pages, Kindle Edition

First published September 30, 2020

11 people are currently reading
54 people want to read

About the author

Anthony M. Bean

7 books42 followers
I am a Licensed Clinical Depth Psychologist, video game researcher, and the Executive Director at The Telos Project, a thriving nonprofit mental health clinic in Fort Worth, Texas which focuses on video gamers and their families. I have been consulted as an expert for CNN, Inverse, Polygon, and internationally for Gehirn & Geist, while also appearing on Radio, Podcasts, and being a sought after Keynote Speaker and conference speaker in the United States, Canada, and Russia. I hold a Doctorate in Philosophy in Clinical Depth Psychology from Pacifica Graduate Institute and specialize in the therapeutic implications of video games and gaming, working with children and adolescents, and the use of video game character identification as a therapeutic technique. I have also authored multiple academic articles, book chapters, and the two books Working with Video Gamers and Games in Therapy: A Clinician's Guide (Routledge, 2018) and The Psychology of Zelda: Linking Our World to the Legend of Zelda Series (Ben Bella, 2019) while being active on twitter with a following of around 2300 individuals (@VideoGameDoc).

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Profile Image for John Stinebaugh.
280 reviews8 followers
January 26, 2021
If you are new to geek culture this is a great primer to help you begin your journey into this culture. Not exhaustive but a great place to start. If you are already a geek this is a great place to consolidate elements you know and are likely using into a form that regulators and consumers will be able to appreciate and support.
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