GT Radio - The Geek Therapy Podcast

Geek out, do good. Join us every week as we explore the potential benefits of comics, games, TV shows, and movies through the practice of Geek Therapy. Hosted by Lara Taylor, Link Keller, and Josué Cardona.

  1. 12/13/2024

    Processing the News Through Pop Culture

    #402: In this episode of GT Radio, Josué Cardona is joined by Marc Cuiriz, Lara Taylor, and Link Keller for a timely conversation about how pop culture helps us process current events. Rather than focusing on news facts alone, the group explores how movies, TV shows, games, and memes give people shared language, emotional distance, and symbolic frameworks to make sense of complex, painful, or overwhelming realities. Josué opens by reflecting on how different generations consume and interpret the news, especially through memes and fictional references. From his niece’s understanding of current events via pop culture to viral comparisons between real-world figures and fictional villains or heroes, the group notes how storytelling fills gaps that traditional news coverage often can’t. A major thread centers on how stories create shortcuts for moral reasoning. Lara highlights how Wicked has become a powerful tool for discussing fascism, propaganda, and complicity. Characters like Elphaba, Glinda, and Fiyero offer an accessible way to talk about oppression, performative goodness, and quiet resistance—especially with younger audiences and clients. The group also discusses reactions to violence tied to systemic injustice, including how people use fiction to explain their emotional responses. Josué points to a widely shared scene from Spider-Man 2, where everyday people protect Spider-Man, as a metaphor for why some refuse to “snitch” on figures seen as acting against an unjust system. The conversation examines how archetypes—especially heroes—shape public empathy more than facts alone. Link adds that not all versions of a hero function the same way. The Sam Raimi-era Spider-Man is contrasted with modern MCU heroes, who often protect the status quo rather than challenge it. This leads into a broader discussion about how large media companies influence which stories get told—and which revolutionary narratives get softened or reframed. Robin Hood emerges as a recurring archetype: an oppressed figure stealing from the powerful to help the vulnerable. While less visible as a standalone character today, the group identifies Robin Hood’s DNA in characters like Killmonger from Black Panther, insurgent groups in The Falcon and the Winter Soldier, and even certain video game narratives. Marc draws parallels between these stories and real-world debates about violence, revolution, and whether change can happen within systems that consistently fail people. The episode also touches on how fiction recontextualizes long-beloved stories. Josué shares a moment challenging his niece’s view of Luke Skywalker as a flawless hero by asking her to consider the human cost of the Death Star’s destruction in Star Wars: A New Hope. These reframings, the group agrees, aren’t about ruining stories—but about revisiting them with more mature, critical lenses. Humor and satire play a significant role throughout the discussion. From fake corporate social media posts to meme culture and gallows humor, the hosts note that levity has become a primary coping mechanism in an era where trust in institutions, media, and authority is deeply eroded. Laughing doesn’t mean people don’t care—it often means they care a lot. The episode closes with reflections on rewatching favorite media, including Attack on Titan, through the lens of recent global events. Stories change as we change, and revisiting them can offer new insights into power, violence, resistance, and survival. Characters / Media Mentioned: WickedBreaking BadSpider-Man 2Black PantherStar Wars: A New HopeThe Falcon and the Winter SoldierAttack on TitanAssassin’s CreedLaw & OrderThemes / Topics Discussed: Pop Culture as a Coping ToolProcessing Current EventsHeroes, Villains, and Moral ArchetypesSystemic InjusticeFascism and PropagandaVigilante JusticeMedia Literacy and ReinterpretationHumor and Gallows HumorRevolution vs. ReformCorporate Control of StorytellingRelatable Experiences: Using Movies or Shows to Explain Real EventsRewatching Media That Feels Different After Major Life ChangesFeeling Anger at Systems Rather Than IndividualsCoping With Bad News Through Humor or MemesArguing About Whether a Character Is “Actually the Villain”Seeing Yourself or Others in Fictional CharactersFeeling Seen by a Story at the Right MomentLosing Trust in Institutions and AuthorityJoin the discussion on the GT Forum at https://forum.geektherapy.org and connect with the Geek Therapy Network through the links at https://geektherapy.org. What fictional story has helped you process real-world events lately? Have you ever rewatched something and realized you see it completely differently now? Which hero or villain best captures how you’re feeling about the world right now?

    55 min
  2. 12/06/2024

    Grief, Stories, and the World After

    #401: In this episode of GT Radio, Josué Cardona is joined by Link Keller and Lara Taylor to discuss Station Eleven (Emily St. John Mandel’s novel and the Max limited series). What begins as a conversation about a “post-apocalyptic” story quickly becomes a deeper exploration of grief, memory, meaning-making, and the way stories keep us human—especially after loss. Link revisits Station Eleven years after first watching the show during the early pandemic. This time, reading the novel (and reflecting on the adaptation) highlights the story’s real center: not survivalism, zombies, or collapse—but how people hold on, let go, and rebuild identity when the world—or someone important—ends. Josué connects the themes to his mother’s death and the way grief looks different even among siblings who shared the same person. He notices how each family member keeps a relationship with the dead in distinct ways—through photos, daily reminders, or by not doing those things at all. Lara shares her own grief lens, describing herself as a “collector of things,” especially the irreplaceable objects tied to her mom. She reflects on how physical items can become anchors for memory—both comforting and heavy. She also names the tension that can arise when it feels like others “move on” differently, and how that can create a quiet sense of betrayal or loneliness in mourning. Content note Lara calls out that Station Eleven can be emotionally triggering, especially for anyone still carrying heavy pandemic anxiety. The early episodes echo pandemic chaos in ways that can feel uncomfortably real. Viewers may want to pace themselves, take breaks, or skip if they’re not in a good place for that material. Characters/Media mentioned:  Station Eleven Novel: by Emily St. John MandelSeries: streaming on MaxWalking Dead (referenced)Shakespeare's works (referenced)King LearHamletThemes/Topics Discussed:  Grief and loss, and the ripple effects of one person's deathSocietal collapse Art in survival Media as shared languageSurvival through community Stories within a storyRelatable Experiences:  The death of a society/world (the pandemic collapse), and the collective grief that follows.Generational memory ("there is no before").Holding on vs. living in the present Processing grief (personal loss, collective loss, identity loss) Join the discussion on the GT Forum at https://forum.geektherapy.org and connect with the Geek Therapy Network through the links at https://geektherapy.org. What did you hold on to after loss—and what helped you let go?

    55 min
  3. 11/22/2024

    What if?

    #400: In this episode of GT Radio, Josué Cardona is joined by Link Keller, Lara Taylor, and Marc Cuiriz for a wide-ranging conversation about the psychology, appeal, and risks of “what if” thinking. What starts as Marc’s curiosity about alternate timelines in fiction turns into a thoughtful exploration of rumination, imagination, anxiety, hope, and why humans seem wired to replay—or rewrite—reality. The group distinguishes between different kinds of “what ifs”: Looking backward, often tied to regret, shame, or ruminationLooking forward, used for planning, preparation, and imaginationExploring fictional what ifs, which give us safe spaces to play with ideas that might feel overwhelming or impossible in real lifeLara emphasizes that backward-looking what ifs in our personal lives often aren’t productive unless they help us change future behavior. Without that forward application, they can trap people in self-blame and emotional paralysis. Forward-looking what ifs, however, can support decision-making—unless they turn into anxiety-driven catastrophizing. Link frames science fiction itself as a genre built almost entirely on “what if,” suggesting that humanity uses these stories to collectively process rapid technological, social, and cultural change. From dystopias to utopias, these imagined futures allow societies to rehearse fears, hopes, and ethical dilemmas before they arrive. Josué reflects on how “what if” thinking shows up in anxiety, preparation, and even moral reasoning—using imagined extremes (“what if everyone did this?”) as a way to guide ethical decisions. He also shares how running too many future simulations at once can become draining, both personally and culturally, drawing parallels to multiverse storytelling fatigue in modern media. Marc discusses how backward what ifs once dominated his inner world, especially in adolescence, but how learning to shift focus toward present and future possibilities has helped reduce their emotional grip. The group acknowledges that while humans can’t stop themselves from imagining alternatives, learning how and when to engage with those thoughts makes a significant difference. The conversation also touches on fan fiction, alternate universes, and reboots as communal “what if” playgrounds—spaces where people can explore identity, justice, representation, and belonging without rewriting real history. Afrofuturism, indigenous futurism, and speculative reimaginings are discussed as examples of hopeful, forward-facing “what ifs” that inspire action rather than regret. Ultimately, the group lands on a shared understanding: “What if” is a powerful tool—but like any tool, it can help build or cause harm depending on how it’s used. Stories give us a place to practice imagining different outcomes when real life offers no rewinds. Characters / Media Mentioned: Black MirrorStar TrekMarvel’s What If...?This Is UsHorizon Zero DawnBaldur’s Gate 3Family GuyDeadpool & WolverineThe MatrixBintiBlack PantherThemes / Topics Discussed: “What If” ThinkingRumination vs. ImaginationAnxiety and CatastrophizingDecision-Making and Moral ReasoningFan Fiction and Alternate UniversesScience Fiction as Social CommentaryHope, Fear, and FuturismPreparation vs. ParalysisMultiverse FatigueStorytelling as SimulationRelatable Experiences: Replaying Past DecisionsGetting Stuck in “If Only” ThinkingImagining Worst-Case ScenariosOver-Preparing for the FutureLoving a Story and Wanting MoreFeeling Disappointed by AdaptationsUsing Fiction to Process Fear or HopeStruggling to Let Go of Alternate OutcomesJoin the discussion on the GT Forum at https://forum.geektherapy.org and connect with the Geek Therapy Network through the links at https://geektherapy.org. Do you tend to “what if” the past or the future more? When has imagining alternatives helped you—and when has it held you back? What fictional “what if” stories have stayed with you the longest?

    1h 2m
  4. 11/01/2024

    Limbo: Learning to Exist in Liminal Space

    #399: In this episode of GT Radio, Josué Cardona is joined by Lara Taylor and Marc Cuiriz for a thoughtful conversation about limbo—those in-between states where life feels paused, uncertain, or unfinished. Sparked by Lara’s real-life experience of being displaced during a long kitchen renovation, the episode explores how limbo shows up in housing, careers, identity, grief, and major life transitions. Lara describes what it’s like to live temporarily in someone else’s home without knowing when she’ll return to her own. While she’s safe and cared for, the lack of certainty—not knowing when “home” will happen again—creates a constant low-grade unease. She connects this feeling to watching Kaos, particularly its depiction of souls stuck in the Greek underworld, waiting centuries for what comes next. Marc shares his own version of limbo as a newly graduated clinician—finished with school but not yet settled into a career that feels sustainable, fulfilling, or permanent. With one job providing stability and another representing passion, he finds himself “grinning and bearing it,” unsure when the next clear step will appear. He compares this to the existential stagnation explored in The Good Place, especially after the characters reach their long-awaited destination and realize fulfillment doesn’t automatically follow. Josué reflects on his lifelong comfort with impermanence, shaped by frequent moves and unstable early relationships. He contrasts this with more recent experiences of uncertainty—selling his home, losing a job, and intentionally stepping into a period without a clear next move. While unsettling, he notes how limbo can sometimes be freeing, offering space to reflect, recalibrate, and choose intentionally rather than reactively. The group explores how people respond differently to limbo: Some wait passively, hoping things resolve on their ownSome make meaning within the uncertaintySome fight to restore what was lostOthers move forward and redefine what comes nextThey reference stories where characters are pulled out of limbo by others—or resist being pulled—such as The Matrix Revolutions, Logan, Dragon Ball Super, and the MCU’s Blip storyline. These examples highlight that limbo isn’t just about waiting—it’s about how we relate to uncertainty, purpose, and identity while we wait. The episode also touches on Viktor Frankl’s ideas about meaning, the importance of having something to look forward to, and the danger of confusing comfort with growth. Decorating a temporary space can be grounding—but it doesn’t change whether the situation itself is healthy or sustainable. Ultimately, the conversation reframes limbo not as failure, but as a natural (and often necessary) part of transition. While uncomfortable, it can be a space for rest, clarity, and redefining what “next” even means. Characters / Media Mentioned KaosThe Good PlaceThe Matrix RevolutionsLoganDragon Ball SuperA Man Called OttoMarvel Cinematic Universe (the Blip)Themes / Topics Discussed Limbo and Transitional StatesUncertainty and AmbiguityCareer Identity and Early Professional BurnoutHome, Belonging, and DisplacementMeaning-MakingImpermanenceWaiting vs. ChoosingExistential AnxietyGrowth Through DiscomfortPerspective and ReframingRelatable Experiences Not Knowing What Comes NextFeeling Stuck Between Two Phases of LifeLiving Somewhere TemporarilyFinishing a Major Goal and Feeling Lost AfterWaiting on External Circumstances to ChangeQuestioning Whether “This Is It”Grieving a Version of Life That’s OverTrying to Make Peace With UncertaintyJoin the discussion on the GT Forum at https://forum.geektherapy.org and connect with the Geek Therapy Network through the links at https://geektherapy.org. When have you found yourself in limbo? Do you tend to wait, fight, or move forward when things feel uncertain? What helps you tolerate the in-between—structure, meaning, or momentum?

    1 hr
  5. 10/25/2024

    Fandom Biases, Prejudice, & Stigma

    #398: In this episode of GT Radio, Josué Cardona is joined by Link Keller and Marc Cuiriz for a candid, self-reflective conversation about biases, assumptions, and snap judgments—especially the ones we make based on fandoms, media preferences, and how people show up in geek spaces. The discussion begins with a story from urgent care, where a doctor tries (and fails) to connect with Josué’s nephew based on a Captain America shirt, highlighting how quickly people project meaning onto media symbols without context. From there, the conversation widens into how often we all do this—sometimes unconsciously—and how those assumptions can shape interactions in harmful or limiting ways. Marc reflects on anime fandom gatekeeping, describing how casually mentioning anime can invite interrogation, judgment, or dismissal—especially if your tastes don’t align with what others consider “good” or “real” anime. Link shares experiences where simply recognizing a reference (like a Bazinga shirt) led others to assume shared values, tastes, or identity, even when that wasn’t true. The group digs into deeper layers of judgment, including: Assuming personality traits, intelligence, or values based on favorite shows or gamesEquating depth of fandom with credibility or worthConfusing “I enjoyed this” with “this defines me”How literal interpretations of words like favorite can fuel misunderstandingsThey openly unpack their own biases toward fandoms and media such as The Office, The Big Bang Theory, How I Met Your Mother, League of Legends, Ready Player One, Fortnite, and Assassin’s Creed—not to shame anyone, but to model what it looks like to notice and question those reactions. The conversation also touches on creator-versus-art dilemmas (including Harry Potter and Orson Scott Card’s work), fandom purity tests, online toxicity, and how popularity itself can trigger suspicion or resistance. Link reflects on how literal thinking and definitions can unintentionally intensify judgment, while Marc discusses re-examining assumptions after actually engaging with media he once dismissed, like A Court of Thorns and Roses. Ultimately, the episode emphasizes curiosity over certainty. The hosts acknowledge that biases are often protective or learned, but that awareness—and a willingness to ask why someone likes what they like—can open the door to better connection, especially in therapeutic, educational, and community spaces. Characters / Media Mentioned The Big Bang TheoryThe OfficeHow I Met Your MotherAssassin’s CreedLeague of LegendsFortniteBaldur’s Gate 3Ready Player OneHarry PotterA Court of Thorns and RosesThemes / Topics Discussed Implicit Bias and PrejudiceFandom GatekeepingAssumptions and StereotypesLiteral vs. Nuanced CommunicationCreator vs. ArtToxicity in Gaming CommunitiesPopularity and Cultural ResistanceIdentity and Media PreferencesCuriosity vs. JudgmentSelf-Awareness and GrowthRelatable Experiences Being Judged for Liking (or Disliking) Something PopularFeeling Boxed In by a Fandom LabelHaving Interests Misinterpreted by OthersAvoiding Media Because of Its FanbaseRealizing You’ve Been Making Unfair AssumptionsStruggling with “Favorite” QuestionsFeeling Defensive About Your TastesRe-evaluating Biases After Gaining More ContextJoin the discussion on the GT Forum at https://forum.geektherapy.org, or connect with the Geek Therapy Network through the links at https://geektherapy.org. What fandom biases do you notice in yourself? Have you ever felt misjudged because of something you like—or don’t like? How do you balance curiosity with boundaries when talking about media and identity?

    1h 9m
  6. 10/18/2024

    Dave Made a Maze & Feeling Trapped

    #397: In this episode of GT Radio, Josué Cardona is joined by Lara Taylor and Link Keller to unpack the spooky-adjacent indie film Dave Made a Maze. What starts as a conversation about creative set design and cardboard gore quickly turns into a deeper discussion about feeling stuck in life, unfinished projects, relational dynamics, and why maze metaphors keep showing up in stories. Link introduces the film as a thematically rich but approachable horror comedy, while Lara praises its creativity and inventive kill scenes. Josué, however, struggles with the movie—not because of what it does, but because of what it doesn’t do. For him, the film feels full of missed potential, especially given how relatable Dave’s core struggle is: feeling broken, unaccomplished, and lost in his own life. The group digs into Dave as a character—his self-perception as someone who never finishes anything, his reliance on others, and how the maze literalizes his internal experience of being trapped. They debate whether the film meaningfully resolves Dave’s arc, or whether it simply gestures toward insight without fully earning it. This includes a close look at the surreal kitchen scene, where Dave and his partner replay moments from their relationship while the world around them slowly turns into cardboard. Lara frames the maze as an instantly recognizable metaphor from therapy: many people feel trapped without knowing exactly why, even when there is a way forward. Link explores the idea of mazes versus labyrinths, monsters versus internal shadows, and why stories so often insist on placing a Minotaur at the center of confusion. The Minotaur in Dave Made a Maze sparks discussion about whether monsters represent specific struggles, generalized fear, capitalism, internalized shame—or simply the narrative rule that “if there’s a maze, there must be a monster.” The conversation also branches into how perspective shapes experience, highlighted by the film’s “perspective room,” where characters literally see the same space differently. For Josué, this is one of the film’s strongest moments, emphasizing how people can share an environment but live entirely different realities. Throughout the episode, the hosts wrestle with questions of obligation, support, and agency. Is helping someone through their maze an act of care—or a burden unfairly placed on others? Is Dave’s partner a collaborator, a caretaker, or simply underwritten? And when is it okay to walk away from someone else’s maze entirely? Ultimately, the episode treats Dave Made a Maze as a catalyst rather than a conclusion: a film that may be paper-thin in places, but still sturdy enough to hold meaningful conversations about being stuck, cutting through walls, and recognizing when the maze itself might not be as solid as it seems. Characters / Media Mentioned Dave Made a MazeKevin Can F**k HimselfKaosLabyrinthDungeons & Dragons (conceptual reference)Greek Mythology (Minotaur, labyrinth, Ariadne)Themes / Topics Discussed Feeling Trapped or Stuck in LifeMazes vs. Labyrinths as MetaphorsCreative Burnout and Unfinished ProjectsPerspective and Lived ExperienceMonsters as Internalized FearRelationships and Emotional LaborAgency vs. ObligationMeaning-Making Through MediaArt as Conversation StarterCapitalism and ConstraintRelatable Experiences Feeling Like You Haven’t “Made Anything”Starting Projects and Never Finishing ThemBeing Lost Without Knowing WhyWanting to Help Someone but Feeling DrainedRealizing the Walls Aren’t as Solid as They SeemBeing Annoyed by a Character Because They Feel Too FamiliarSeeing the Same Situation Very Differently Than OthersNeeding Support—but Not Wanting to Be a BurdenJoin the conversation on the GT Forum at https://forum.geektherapy.org, or connect with the Geek Therapy Network through the links at https://geektherapy.org. What does the maze represent in your own life right now? Is your monster something external, internal, or both? When is it worth entering someone else’s maze—and when is it okay to walk away?

    1h 5m
  7. 10/11/2024

    Self-Worth in Media

    #396: In this episode of GT Radio, Josué Cardona is joined by Marc Cuiriz and Link Keller for a quiet, reflective conversation about self-worth—how it’s formed, how it’s lost, and how it can slowly be rebuilt. Marc brings the topic after finishing A Court of Thorns and Roses, with a particular focus on A Court of Silver Flames, where a central character spirals into self-destructive behavior after trauma. Marc also connects these themes to A Man Called Otto (and the novel it’s based on, A Man Called Ove), where grief strips a man of his sense of purpose and worth. Together, the group explores: The difference between self-esteem and self-worthHow people can believe they are competent yet still feel fundamentally unworthyWhy watching characters self-sabotage can be frustrating—especially when it mirrors our own pastThe line between self-sabotage (often unconscious) and self-punishment (often deliberate)How trauma, regret, and shame distort internal “rating scales” for valueJosué introduces Carl Rogers’ framework of ideal self vs. self-image, helping ground the discussion in a practical way of understanding self-esteem as the perceived gap between who we think we should be and who we believe we are. This leads to reflections on how unrealistic ideals—or distorted self-images—can make that gap feel unbearable. Link adds examples from across geek culture, including: The Matrix, as a story of discovering worth rather than earning itAvatar: The Last Airbender, especially Zuko’s arc of tying worth to parental approvalGideon the Ninth, where capability and worth are painfully disconnectedDimension 20: Misfits and Magic, highlighting how self-worth can become tied to being “useful”Steven Universe, with Amethyst as a powerful example of identity, shame, and worthA major emotional turning point comes when Marc reflects on why these stories annoy him: they echo his own earlier struggles. The frustration isn’t just with the character—it’s with a past version of himself. The conversation gently examines what compassion for that past self can look like, even when annoyance is still present. Key Themes & Takeaways Self-worth is rarely one thing—it’s shaped by roles, relationships, trauma, and comparisonPeople can want better for themselves and still feel undeserving of itGrowth usually isn’t a single realization, but a slow accumulation of experiencesMedia often helps us see patterns in ourselves that are hard to confront directlyBeing annoyed by a character can be a sign of unresolved self-judgmentJoin the discussion on the GT Forum at https://forum.geektherapy.org and connect with the Geek Therapy Network through the links at https://geektherapy.org.  Which characters have mirrored your own struggles with worth?

    1h 3m
  8. 09/20/2024

    Star Wars: Outlaws & Forced Morality Mechanics in Games

    #395: In this episode of GT Radio, Josué Cardona is joined by Lara Taylor and Link Keller to unpack a deceptively heavy topic sparked by Lara’s time with Star Wars Outlaws. What begins as a conversation about faction reputation systems quickly turns into a broader discussion about loyalty, betrayal, silence, and the real-world consequences of alignment. Lara describes navigating the game’s reputation mechanics, where working with one cartel improves access, gear, and safety—while actively worsening your standing with others. As an outlaw, there’s no true “good” option, only shifting alliances and morally gray decisions. Lara finds herself reluctant to double-cross factions that have treated her well, even knowing the game is likely to betray her eventually. The discomfort isn’t about optimization—it’s about loyalty, values, and how it feels to act against them, even in a fictional space. Josué connects this discomfort to his own struggles with morality systems in games, especially when choices feel irreversible or emotionally loaded. From The Last of Us to A Way Out, the group reflects on moments where players are forced into decisions they don’t agree with—or punished for indecision. Sometimes, choosing nothing still carries consequences. Link zooms out to examine how morality and reputation systems reflect the values of game designers, referencing examples like BioShock, Detroit: Become Human, Baldur’s Gate 3, and Telltale’s The Walking Dead. The conversation highlights how games often simplify morality into systems that can’t fully capture real-life complexity—yet still succeed as powerful conversation starters. From there, the discussion shifts into real-world parallels: political alignment, workplace consequences, social judgment, and the emotional labor of speaking up versus staying silent. Josué shares personal experiences with choosing “ellipsis” in real life—opting out of conversations to preserve safety, mental health, or employment—while acknowledging that silence itself can carry social costs. The group also touches on how strong moral convictions are sometimes pathologized in mental health spaces, reframed as rigidity or “splitting,” and questions who benefits from labeling justice-oriented reactions as symptoms. Throughout, they emphasize that context, power, identity, and bandwidth matter—and that not everyone can afford the same risks when making their values visible. Ultimately, this episode explores why games like Star Wars Outlaws feel so uncomfortable in the best possible way: they remind us that choices are rarely clean, loyalty is complicated, silence is still a decision, and consequences—fictional or real—don’t always feel fair. Characters / Media Mentioned: Star Wars OutlawsThe Last of UsA Way OutBioShockDetroit: Become HumanBaldur’s Gate 3Telltale’s The Walking DeadThe Good PlacePapers, PleaseThemes / Topics Discussed: Morality Systems in GamesReputation and AlignmentLoyalty and BetrayalSilence as a ChoiceSocial and Political ConsequencesPower, Safety, and RiskJustice SensitivityPathologizing Moral ConvictionsSystems vs. Individual AgencyGames as Conversation StartersRelatable Experiences: Feeling Uncomfortable With “No Good Options”Choosing Silence to Avoid ConflictBeing Judged for Beliefs or AlignmentsLosing Access or Opportunities After Speaking UpNavigating Loyalty in Toxic SystemsFeeling Emotionally Invested in Game ChoicesOutgrowing Earlier BeliefsWeighing Safety Against AuthenticityJoin the discussion on the GT Forum at https://forum.geektherapy.org and connect with the Geek Therapy Network through the links at https://geektherapy.org. How do you handle games where every option feels wrong? When has choosing silence felt safer—and when did it cost you something? Do reputation systems in games help you think about real-world consequences, or oversimplify them?

    1h 1m
4.9
out of 5
48 Ratings

About

Geek out, do good. Join us every week as we explore the potential benefits of comics, games, TV shows, and movies through the practice of Geek Therapy. Hosted by Lara Taylor, Link Keller, and Josué Cardona.

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