How Geek Therapy Plays Into Expressive Arts Therapy: A Literature Review

Abstract

Within this paper, I explore how geek therapy plays well with the methods of expressive arts therapy. The combination of geek therapy and expressive arts therapy can assist clinicians in immediately connecting with their clients and identifying strength-oriented narratives that honor the client’s preferences, modes of expression, and pop culture affinities. This engagement with expressive approaches utilizing affinity-based interventions can lead to a deeper sense of understanding of the client’s intra-, inter-, and extra-personal relationships. Through this literature review of expressive arts therapy and geek therapy, primarily focusing on video games in therapy, clinicians from all walks of life can explore these techniques with clients in multiple settings and within a variety of age groups. Video games are immersive, multimodal, and interactive digital experiences that can promote wellness through engaging a spectrum of cognitive processes, regulating emotion and physical states, exploring meaning, identity, and expression, and building interpersonal tools through in-person and/or virtual means. This paper explores how video games can impact bio-psycho-sociocultural-spiritual domains as well as other potentially therapeutic characteristics of video gaming, whether through in-direct/direct or active/passive experiences. Through understanding gamer motivations, this paper explores player taxonomy models and profilers that can assist in gathering assessment information. Lastly, ethical considerations and the potential for maladaptive behaviors are explored

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