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Introduction xxxix<br />

Behavior Problems,” by Karen Robertie, Ryan Weidenbenner, Leya Barrett,<br />

<strong>and</strong> Robert Poole, explores the many ways the themes <strong>and</strong> characters of<br />

popular movies have been <strong>in</strong>corporated <strong>in</strong>to the treatment of <strong>in</strong>patient<br />

adolescent sex offenders <strong>in</strong>clud<strong>in</strong>g the use of scriptwrit<strong>in</strong>g <strong>and</strong> moviemak<strong>in</strong>g<br />

as therapeutic tools. Chapter 7, by Dora F<strong>in</strong>amore, entitled<br />

“ Little Miss Sunsh<strong>in</strong>e <strong>and</strong> Positive Psychology as a Vehicle for Change <strong>in</strong><br />

Adolescent Depression,” explores the fi lm from both an <strong>in</strong>dividual <strong>and</strong><br />

family perspective, as a vehicle for treat<strong>in</strong>g adolescent depression <strong>in</strong> a<br />

school-based group therapy program. In chapter 8, by L<strong>in</strong>da B. Hunter,<br />

entitled “Movie Metaphors <strong>in</strong> M<strong>in</strong>iature: Children’s Use of <strong>Popular</strong> Hero<br />

<strong>and</strong> Shadow Figures <strong>in</strong> S<strong>and</strong>play,” Disney movie heroes <strong>and</strong> their evil<br />

counterparts battle, fi nd <strong>and</strong> use their voices, protect, risk, challenge, rescue,<br />

solve problems <strong>and</strong> save the world—all under the child’s control as<br />

s/he directs the heal<strong>in</strong>g action <strong>in</strong> the therapeutic s<strong>and</strong>box with m<strong>in</strong>iatures<br />

drawn from popular movies.<br />

Part IV, entitled “Video <strong>and</strong> Board Games,” demonstrates creative<br />

ways <strong>in</strong> which cl<strong>in</strong>icians br<strong>in</strong>g this popular venue of enterta<strong>in</strong>ment <strong>in</strong>to<br />

the playroom. Chapter 9, by Deidre Skigen, “Tak<strong>in</strong>g the S<strong>and</strong> Tray High<br />

Tech: Us<strong>in</strong>g The Sims as a Therapeutic Tool <strong>in</strong> the Treatment of Adolescents,”<br />

demonstrates how the popular <strong>and</strong> powerful onl<strong>in</strong>e <strong>in</strong>teractive<br />

video game, The Sims, can be utilized as a therapeutic tool <strong>in</strong> the treatment<br />

of adolescents deal<strong>in</strong>g with divorce <strong>and</strong> adjustment to stepfamilies.<br />

Chapter 10, by George Enfi eld <strong>and</strong> Melonie Grosser, entitled “Pick<strong>in</strong>g<br />

Up Co<strong>in</strong>s: The Use of Video Games <strong>in</strong> the Treatment of Adolescent<br />

Social Problems,” comb<strong>in</strong>es theory <strong>and</strong> practice to demonstrate use of<br />

video games as a bridge for work<strong>in</strong>g with boys to <strong>in</strong>crease emotional<br />

expression, confl ict resolution, confi dence, <strong>and</strong> positive social <strong>in</strong>teractions.<br />

Chapter 11, “Pass<strong>in</strong>g Go <strong>in</strong> the Game of Life: Board Games <strong>in</strong><br />

Therapeutic <strong>Play</strong>,” by Harry Livesay, presents an overview of a variety of<br />

popular board games (Life, Scooby Doo, C<strong>and</strong>y L<strong>and</strong>) <strong>and</strong> their therapeutic<br />

application.<br />

Part V, entitled “Television,” positions the reader <strong>in</strong> front of the<br />

small screen for a discussion of the therapeutic role of several popular<br />

TV shows. Chapter 12, by Lawrence C. Rub<strong>in</strong>, entitled “Big Heroes on<br />

the Small Screen: Naruto <strong>and</strong> the Struggle With<strong>in</strong>,” demonstrates the effectiveness<br />

of br<strong>in</strong>g<strong>in</strong>g anime <strong>in</strong>to the therapeutic playroom for children<br />

<strong>and</strong> teens cop<strong>in</strong>g with anger <strong>and</strong> disruptive family circumstances. Chapter<br />

13, “Marcia, Marcia, Marcia: The Use <strong>and</strong> Impact of Television Themes,<br />

Characters, <strong>and</strong> Images <strong>in</strong> <strong>Psychotherapy</strong>,” by Loretta Gallo-Lopez, explores<br />

the case of a 6-year-old cancer patient with<strong>in</strong> the context of her identifi<br />

cation with fi ctional television icon Marcia Brady of the Brady Bunch.<br />

Chapter 14, by Thelma Duffey <strong>and</strong> Heather Trepal, “ The Sopranos <strong>and</strong> a<br />

Client’s Hope for Justice,” utilizes the <strong>in</strong>famous cable television series <strong>in</strong>

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