Call for Chapter Abstracts (updated 1/26/26)
Hope as Simulation: Suspension of Disbelief, Coping Styles, and Post‑Traumatic Growth in an Age Where Democracy Itself Can Feel Fragile (working title)
We invite chapter abstract submissions for an edited academic volume exploring how people cope—and how clinicians, researchers, educators, and media-makers can support coping—when the potential fall of democracy feels like a lived psychological threat and everyday life becomes saturated with uncertainty, mistrust, and danger-signals. This is a mental-health and human resilience volume (coping, regulation, meaning-making, post-traumatic growth), not a political science text or partisan argument.
What the book is about
This volume centers on a simple claim: when democracy feels fragile and trust collapses—trust in institutions, in community, in shared reality, and sometimes in one’s own future—hope does not simply “return.” Hope has to be built, and building hope begins with the capacity to imagine a world worth moving toward.
Fiction—film, television, games, and immersive storyworlds—can operate like an architect’s sketch: a safe-yet-serious design space where we practice agency, moral choice, relational repair, and future-oriented identity before we risk those capacities in real life. Suspending disbelief is not naïve; it can be the first step in rebuilding inner trust when the outside world keeps delivering threat cues.
Stories have long explored how societies fracture and rebuild; Star Wars is one widely recognized popular example of democracy’s collapse into authoritarianism and the later work of resistance and rebuilding, but the same arc appears across art, literature, and cinema. In film/video-based therapy, we treat these narrative worlds not as “escapism,” but as deliberate hope-practice—structured imaginative work that supports nervous system regulation, meaning-making, and post-traumatic growth when the culture around us feels destabilized.
Accordingly, this call invites creatives, clinicians, researchers, educators, and people directly affected to propose chapters that generate and study new hope-making narratives through therapeutic filmmaking and client-created audio-visual work, alongside interactive media creation (video games, VR/XR) and AI-mediated storytelling tools. We welcome work that is empirical, practice-based, or theoretical, and that shows how making and engaging with audio-visual stories can support resilience and post-traumatic growth for individuals and communities living with chronic instability.
Where this fits in the field
This project is adjacent to (but distinct from) several established traditions:
- Digital storytelling pedagogy (e.g., Lambert’s Routledge text) emphasizes workshop-based personal narratives and accessible production approaches.
- Therapeutic filmmaking is a defined intervention approach with an early exploratory pilot study (Johnson & Alderson, 2008) and later developments.
- Clinical VR has a strong evidence-facing lineage in trauma intervention research (e.g., Rothbaum, Rizzo, & Difede, 2010).
This volume weaves these lineages together while explicitly extending beyond narrated “essay films” into more cinematic, sensory, audio-visual narrative construction—visual composition, sound design, performance, editing rhythms, symbolism, and storyworld logic—including independent films and client-created short/feature projects as both process and clinical material.
Scope: What we mean by Film/Video‑Based Therapy
For this call, “film/video‑based therapy” refers to practices that may include:
- Making films with clients: therapeutic filmmaking, participatory video, documentary practice, narrative shorts, and feature-length personal projects.
- Digital storytelling and related structured narrative methods (including workshop-based lineages), when adapted into clinical, community, or research settings.
- Using professional media as therapeutic material: film/television and shared storyworlds used clinically for reflection, identity repair, and meaning-making.
- Interactive and immersive media: video games, VR/XR, and embodied simulation for agency rehearsal, regulation skills, exposure-informed practice, and narrative reconstruction.
- AI-mediated storytelling: creative and clinical implications of generative/assistive tools (authorship, consent, privacy, attribution, bias, “reality slippage,” and the impact on therapeutic alliance).
Suggested chapter topics (examples)
Authors may propose chapters that are empirical, conceptual, practice-based, mixed-methods, or program-evaluation oriented.
Possible topics include:
- Therapeutic filmmaking protocols that turn raw experience into coherent cinematic narrative, including mechanisms of change and ethics (building from Johnson & Alderson, 2008).
- Coping when democracy feels fragile: managing triggers, doomscrolling, surveillance fears, polarized family systems, civic grief, and future anxiety while protecting sleep, relationships, and values-based action.
- Fiction as hope-engineering: how suspension of disbelief, identification, symbolism, and storyworld design can expand cognitive flexibility and future orientation under chronic stress.
- Video game creation and interactive narrative as “agency rehearsal”: designing quests, choices, consequences, and cooperative mechanics that translate to real-world coping and community repair.
- VR/XR and embodied simulation in mental health: exposure, stress inoculation, skills training, assessment, feasibility, and implementation (building from Rothbaum et al., 2010).
- AI and clinical creativity: how generative tools change meaning-making, narrative authority, and identity experimentation; ethical safeguards for consent, privacy, and misinformation/hallucinations.
- The therapeutic relationship when the “third object” is a film-in-progress, an edit timeline, an avatar, or an immersive environment; boundary-setting, rupture/repair, and supervision considerations.
Who should submit
We welcome proposals from clinicians, researcher-practitioners, educators, artists, and interdisciplinary teams in psychology, counseling, social work, psychiatry, expressive arts therapies, art therapy, media psychology, game studies, human–computer interaction, digital mental health, and related fields. Practitioner chapters are welcome when written in an academically grounded way and ethically shareable for publication.
What to submit (chapter abstract package)
Please submit one document (Word or PDF) that includes:
- Proposed chapter title.
- Author(s) name, degrees/credentials, affiliation, and ORCID (if available).
- Abstract: About 300–400 words (single paragraph preferred).
- Keywords: 3–5 terms (line begins with italicized “Keywords:” followed by comma-separated terms).
- Chapter type (choose one): empirical study; conceptual/theoretical; clinical practice model; program evaluation; pedagogy/training; ethics/policy; de-identified case illustration.
- Short author bio: 80–120 words.
- Optional: 5–10 key references in APA 7.
APA 7 and publisher-facing requirements
Submissions should use APA Style 7 for in-text citations and references. Abstracts should be concise and self-contained—state the purpose, approach (method/model), and expected contribution to mental health practice/research, and include searchable keywords. If accepted, authors will receive a chapter template and detailed contributor guidelines aligned with Routledge/Taylor & Francis expectations for edited academic volumes.
Ethics and confidentiality (required)
If your chapter includes clinical/practice material, it must be ethically shareable (e.g., composites, de-identification, permissions where applicable) and must not include identifying details of clients or communities. Authors are responsible for securing permissions for any copyrighted media, screenshots, stills, or other reproduced materials used in the final chapter.
Submission deadline
Email submissions to: drjoshcohen@filmandvideobasedtherapy.com
Subject line: Abstract – Hope as Simulation
Deadline: February 28, 2026, 11:59 PM Pacific Time
Next steps (after review)
Abstracts received by the deadline will be reviewed for fit, scholarly grounding, ethics, and contribution to the volume’s central focus on coping and post-traumatic growth through mediated experience. Selected contributors will be invited to submit full chapters and will receive production timelines and formatting requirements.
Selected references (APA 7)
Cohen, J. L. (Ed.). (2026). Post-traumatic growth and film/video-based therapy: Cultivating resilience through storytelling and media psychology. Routledge. https://www.taylorfrancis.com/books/edit/10.4324/9781003400837/post-traumatic-growth-film-video-based-therapy-joshua-cohen
Johnson, J., & Alderson, K. G. (2008). Therapeutic filmmaking: An exploratory pilot study. The Arts in Psychotherapy, 35(1), 11–19. https://www.sciencedirect.com/science/article/abs/pii/S0197455607000718
Lambert, J. (2013). Digital storytelling: Capturing lives, creating community (4th ed.). Routledge. https://www.taylorfrancis.com/books/mono/10.4324/9780203102329/digital-storytelling-joe-lambert
Malchiodi, C. A. (Ed.). (2022). Handbook of expressive arts therapy. Guilford Press. https://www.guilford.com/books/Handbook-of-Expressive-Arts-Therapy/Cathy-Malchiodi/9781462550524
Rothbaum, B. O., Rizzo, A. S., & Difede, J. (2010). Virtual reality exposure therapy for combat-related posttraumatic stress disorder. Annals of the New York Academy of Sciences, 1208, 126–132. https://doi.org/10.1111/j.1749-6632.2010.05691.x
APA Style. (n.d.). Abstract and keywords guide (APA Style 7th edition) [PDF]. https://apastyle.apa.org/instructional-aids/abstract-keywords-guide.pdf