Popular Culture in Counseling, Psychotherapy, and Play-Based InterventionsLawrence C. Rubin, PhD, LMHC, RPT-S Springer Publishing Company, 12.5.2008 - 416 sivua With a Foreword by Danny Fingeroth, former Group Editor of Marvel's Spider-Man comics line Popular culture, simply stated, is the language of a people, expressed through everything from its clothing, food choices, and religious practices to its media. The popular and predominant values, interests, and needs of a society find their way into mass consciousness through a variety of venues including literature, cinema, television, video games, sport, and music. Through the inter-related forces of mass production, global marketing and the Internet, the fruits of popular culture penetrate into stores, living rooms, and everyday experience of children, teens, and adults in the form of catchphrases, toys, iconography, celebrities, and indelible images. Psychotherapists and counselors who can tap into the powerful images, messages, and icons of popular culture have at their disposal an unlimited universe of resources for growth, change, and healing. Using real-world case examples and sound psychological theory, this book demonstrates how you can immediately start incorporating popular culture icons and images into your counseling or therapy. In this way, the authors will help elevate your ability to conduct clinical interviews with clients of all ages and all types of clinical problems. |
Kirjan sisältä
Tulokset 1 - 5 kokonaismäärästä 17
... Naruto and the Struggle Within Lawrence C. Rubin Cartoons, Cartoons Everywhere Anime Naruto Case Discussion Conclusion Marcia, Marcia, Marcia: The Use and Impact of Television Themes, Characters, and Images in Psychotherapy Loretta ...
... Naruto, a Japanese anime character who has a destructive force within him. A lonely and alienated 23-year-old college senior spends hours in the cyber World of Warcraft in attempts to connect with others and experience the power she ...
... Naruto and the Struggle Within,” demonstrates the effectiveness of bringing anime into the therapeutic playroom for children and teens coping with anger and disruptive family circumstances. Chapter 13, “Marcia, Marcia, Marcia: The Use ...
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Sisältö
61 | |
Movies | 97 |
Video and Board Games | 163 |
Television | 225 |
Sports | 273 |
Innovations in the Use of Popular Culture | 313 |
Index | 365 |
Muita painoksia - Näytä kaikki
Popular Culture in Counseling, Psychotherapy, and Play-Based Interventions Lawrence C. Rubin Esikatselu ei käytettävissä - 2008 |