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Leyline & Geek Therapy Endorsed Books


Working with Video Gamers and Games in Therapy By anthony bean Phd

Working with Video Gamers and Games in Therapy moves beyond stereotypes about video game addiction and violence to consider the role that games play in psychological experiences and mental health. Chapters examine the factors that compel individual gamers to select and identify with particular games and characters, as well as the different play styles, genres, and archetypes common in video games. For clinicians looking to understand their clients' relationships with video games or to use games as a therapeutic resource in their own practice, this is a thoughtful, comprehensive, and timely resource.

Video games have emerged as the number one pastime activity for the past decade, or even longer for some, overtaking extracurricular, reading, and other less pleasurable activities by storm for all ages.  Everyone has heard about video games and usually are, on a basic level, familiar with the different types of video games available. With the younger generations playing for fun, the middle-aged playing for a break or passing time at home or work, and the elderly playing to keep their minds sharp to stave off dementia; video games have become a distinct part of every culture and age range.The evolving state of virtual worlds and video games creates a future where the imagination is the only limitation.The virtual worlds themselves can be exciting or have disastrous consequences, both for the real life of the video gamer or the avatar being played.  This book discusses video gamers, and the worlds they play in, through an experiential and academic viewpoint.


“We primarily buy this guide for our new clinicians to help orient them to the debate around video games, gaming disorder, and how to use video games to promote positive change as it has become prevalent in our society. Clinicians have reported that the book has been helpful to build rapport and help promote change in their clients. They use the concepts in their gamer clients and have been able to focus more on motivational change in and out of the video games. The concepts found in the book have been helpful for clinical intervention and discussing video game habits.”

”Client engagement is up and rapport is quite strong. We would recommend this book to any practicing clinician as it has been helpful to our practice.”

The Video Game Debate edited by rachel kowert phd and Thorsten Quandt phd

Do video games cause violent, aggressive behavior? Can online games help us learn? When it comes to video games, these are often the types of questions raised by popular media, policy makers, scholars, and the general public. In this collection, international experts review the latest research findings in the field of digital game studies and weigh in on the actual physical, social, and psychological effects of video games. Taking a broad view of the industry from the moral panic of its early days up to recent controversies surrounding games like Grand Theft Auto, contributors explore the effects of games through a range of topics including health hazards/benefits, education, violence and aggression, addiction, cognitive performance, and gaming communities. Interdisciplinary and accessibly written, The Video Game Debate reveals that the arguments surrounding the game industry are far from black and white, and opens the door to richer conversation and debate amongst students, policy makers, and scholars alike.


“Interesting book that I got for one of my university classes. Whether you are a student or just love video games, it puts the subject in a different perspective. I'd recommend it.”

“I really have found this book to be quite informative. It’s not for everyone though. It’s a difficult read, and my personal notes look more like my college notes than light reading, but its practical applications for gamers and games writers makes the book even more useful. I can’t imagine not citing this book in the coming years, and I’m hoping word will spread among fans and media alike to ensure others do the same. As gamers, we all know how behind mass media is in terms of the image of games, but after reading this book, I’ve realized even we gamers are a bit behind as well, as most academics simply don’t make their findings accessible. This book is the first big step toward changing that.”

The Psychology of Zelda: Linking Our World to the Legend of Zelda Series edited by anthony bean

It’s dangerous to go alone! Take this (book). 

For more than 30 years, The Legend of Zelda—which immerses players in a courageous struggle against the shadowy forces of evil in a world of high fantasy—has spanned more than 30 different installments, selling over 75 million copies. Today, it is one of the most beloved video game franchises around the globe. 

Video game sales as a whole have continued to grow, now raking in twice as much money per year as the entire film industry, and countless psychologists have turned their attention to the effects gaming has on us: our confidence, our identity, and our personal growth. The Psychology of Zelda applies the latest psychological findings, plus insights from classic psychology theory, to Link, Zelda, Hyrule, and the players who choose to wield the Master Sword. 

In The Psychology of Zelda, psychologists who love the games ask: 

  • How do Link’s battles in Ocarina of Time against Dark Link, his monstrous doppelganger, mirror the difficulty of confronting our personal demons and the tendency to be our own worst enemies?

  • What lessons about pursuing life’s greater meaning can we take away from Link’s quests through Hyrule and beyond the stereotypical video game scenario of rescuing a Princess (Zelda)?

  • What do we experience as players when we hear that familiar royal lullaby on the ocarina, Saria’s spirited melody in the Lost Woods, or the iconic main theme on the title screen?

  • How do the obstacles throughout Majora’s Mask represent the Five Stages of Grief?

  • What can Link’s journey to overcome the loss of the fairy Navi teach us about understanding our own grief and depression?

  • Why are we psychologically drawn to the game each and every time a new version becomes available even when they all have a similar storyline? 

Think you’ve completed the quest? The Psychology of Zelda gives you new,  thrilling dungeons to explore and even more puzzles to solve.