Evidence Based Research

The integration of pop culture, including geek culture, into therapeutic approaches has gained attention and recognition as a way to connect with clients, particularly those who identify strongly with these subcultures. Geek Therapeutics has continued to be at the forefront of research surrounding the use of geek culture in evidence based therapeutic practices.   


Selected Evidence Based Research Articles

1.    Ascherman, L. I. (1993). The Impact of Unstructured Games of Fantasy and Role Playing on an Inpatient Unit for Adolescents. International Journal of Group Psychotherapy, 43(3), 335-344. https://doi.org/10.1080/00207284.1993.11732597 

2.    Bean, A. M. (2023).  Harnessing Geek Culture for Mental Health Transformation: A Proposed Theory in Psychology. Journal of Psychology and Psychotherapy Research,10, 97-105. https://doi.org/10.12974/2313-1047.2023.10.09/

3.    Bean, A. M. (2022) Therapeutic Use of Video Games in the Treatment of Posttraumatic Stress Disorder (PTSD): A Case Study of an Immersed 10-Year-Old Boy. Journal of Psychology and Psychotherapy Research, 9, 158-169. https://doi.org/10.12974/2313-1047.2022.09.9.

4.    Bean, A. M. (2018) Working with video gamers and games in therapy: A clinician’s guide. New York, NY: Routledge. https://doi.org/10.4324/9781315173382.

5.    Bean, A. M. (2019a). The Archetypal Attraction. The Psychology of Zelda: Linking Our World to the Legend of Zelda Series (Ed.). Dallas; TX, BenBella. 

6.    Bean, A. M. (2019b) Working therapeutically with video gamers and their families. Journal of Health Service Psychology.

7.    Bean, A. M. & Connell, M. (2023). The Rise of the Use of TTRPGs and RPGs in Therapeutic Endeavors.  Journal of Psychology and Psychotherapy Research, 10, 1-12. https://doi.org/10.12974/2313-1047.2023.10.01.

8.    Rooij, A.J. (Antonius) van, Ferguson, C. Carras, M.C. Kardefelt-Winther, D. Shi, J., Aarseth, E., Bean, A.M., … Przybylski, A.K. (2018). A weak scientific basis for gaming disorder: Let us err on the side of caution. Journal of Behavioral Addictions. doi: 10.1556/2006.7.2018.19.

9.    Bean, A. M., Nielsen, R. K. L., van Rooij, A. J., & Ferguson, C. J. (2017). Video Game Addiction: The Push To Pathologize Video Games. Professional Psychology: Research and Practice. Advance online publication. Http://dx.doi.org/10.1037/pro0000150.

10. Blackmon, W. D. (1994). Dungeons and dragons: The use of a fantasy game in the psychotherapeutic treatment of a young adult. American Journal of Psychotherapy, 48(4), 624–632.

11. Bowman, S. L. (2013). Social Conflict in Role-Playing Communities: An Exploratory Qualitative Study. International Journal of Role-Playing, (4), 4–25.

12. Butcher M. Cohen E. L. Kunkle C. E. & Totzkay D. (2023). Geek girl today scientist tomorrow? inclusive experiences and efficacy mediate the link between women’s engagement in popular geek culture and stem career interest. International Journal of Science Education Part B 276–291. https://doi.org/10.1080/21548455.2023.2172624.

13. Cavicchi, D. (2014). Fandom before” fan”: Shaping the history of enthusiastic audiences.  Reception: Texts, Readers, Audiences, History, 6(1), 52-72. https://doi.org/10.5325reception.6.1.0052

14. Condis M. (2018). Gaming masculinity : trolls fake geeks and the gendered battle for online culture. University of Iowa Press.

15. Daniel E.S. & Westerman, D. (2017). Valar Morghulis (All Parasocial Men Must Die): Having nonfictional responses to a fictional character. Communication Research Reports.

16. Fiske, J. (1992). The cultural economy of fandom. In L. A. Lewis (Ed.), The adoring audience: Fan culture and popular media, 30-49. New York; London: Routledge. https://doi:10.4324/9780203181539

17. Fuller-Seeley (2017). Archaeologies of fandom. In Click, M.A., and Scott, S. (Eds.) The Routledge Companion to Media Fandom (193-201). London, United Kingdom: Routledge.

18. Garcia, A. (2017). Privilege, Power, and Dungeons & Dragons: How Systems Shape Racial and Gender Identities in Tabletop Role-Playing Games. Mind, Culture & Activity, 24(3), 232–246. https://doi.org/10.1080/10749039.2017.1293691.

19. Gearino D. (2019). Comic shop : the retail mavericks who gave us a new geek culture (Updated and expanded). Swallow Press/Ohio University Press.

20. Jameson A. D. (2018). I find your lack of faith disturbing : star wars and the triumph of geek culture (First). Farrar Straus and Giroux.

21. Kazakova G. M. Andreev E. A. & Tuzovskiy I. D. (2018). Geek culture as a new ‘image’ of contemporary culture. Kne Engineering 169–169. https://doi.org/10.18502/keg.v3i8.3629

22. Lagorio-Chafkin C. (2019). We are the nerds : the birth and tumultuous life of reddit the internet’s culture laboratory (First). Hachette Books.

23. Leroux Y. (2013). A few connections between geek culture and adolescents. Le Carnet Psy 41–41. https://doi.org/10.3917/lcp.168.0041

24. McArthur, J. A. (2009). Digital Subculture: A Geek Meaning of Style. Journal of Communication Inquiry, 33(1), 58–70. https://doi.org/10.1177/0196859908325676

25. McCain J. Gentile B. & Campbell W. K. (2015). A psychological exploration of engagement in geek culture. Plos One e0142200–e0142200. https://doi.org/10.1371/journal.pone.0142200

26. Michelle J. (n.d.). Embracing geek culture in undergraduate library instruction: the til subreddit for resource evaluation and qualitative assessment. The Reference Librarian 205–212. https://doi.org/10.1080/02763877.2015.1132182

27. Oswalt P. (2011). Wake up geek culture. time to die: it’s over. nerd-dom is mainstream. here’s a plan to revive our subculture. Wired -San Francisco- 98–101.

28. Peyron D. (2014). Transmedia worlds: an identity issue for geek culture. Les Enjeux De L’information Et De La Communication 51–51. https://doi.org/10.3917/enic.017.0051

29. Rothenbuhler, E. W. (1998). Ritual communication: From everyday conversation to mediated ceremony. Thousand Oaks, CA: Sage.

30. Salter, A., and Blodgett, B. (2012). Hypermasculinity & dickwolves (sic): The contentious role of women in the new gaming public. Journal of Broadcasting & Electronic Media, 56(3), 401-416. doi: 10.1080/08838151.2012.705199

31. Salter M. (2018). From geek masculinity to gamergate: the technological rationality of online abuse. Crime Media Culture: An International Journal 247–264. https://doi.org/10.1177/1741659017690893

32. Scott S. (2019). Fake geek girls : fandom gender and the convergence culture industry. New York University Press. Retrieved November 11 2023 from https://www.degruyter.com/isbn/9781479822966.

33. Trammell A. (2023). The privilege of play : a history of hobby games race and geek culture. New York University Press. Retrieved November 11 2023 from https://public.ebookcentral.proquest.com/choice/PublicFullRecord.aspx?p=30180120.

34. Varma R. (2007). Women in computing: the role of geek culture. Science As Culture 359–376.

35. Vorderer, P., Klimmt, C. & Ritterfeld, U. (2004). Enjoyment: At the heart of media entertainment. Communication Theory, 14(4), 388-408.

36. Woo B. (2018). Getting a life : the social worlds of geek culture. McGill-Queen’s University Press. Retrieved November 11 2023 from https://www.deslibris.ca/ID/454304.






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