Saturday, June 18, 2011

Injunctions and Drivers

Injunctions and Drivers
                    TA identifies twelve key injunctions which people commonly build into their scripts. These are injunctions in the sense of being powerful "I can't/mustn't ..." messages that embed into a child's belief and life-script:
  • Don't be (don't exist)
  • Don't be who you are
  • Don't be a child
  • Don't grow up
  • Don't make it in your life
  • Don't do anything!
  • Don't be important
  • Don't belong
  • Don't be close
  • Don't be well (don't be sane!)
  • Don't think
  • Don't feel.
In addition, there is the so-called episcript: "You should (or deserve to) have this happen in your life, so it doesn't have to happen to me." (Magical thinking on the part of the parent(s).)
Against these, a child is often told other things he or she must do. There is debate as to whether there are five or six of these 'drivers':
  • Please (me/others)!
  • Be perfect!
  • Be Strong!
  • Try Hard!
  • Hurry Up!
  • Be Careful! (is in dispute)
Thus in creating his script, a child will often attempt to juggle these, example: "It's okay for me to go on living (ignore don't exist) so long as I try hard".
This explains why some change is inordinately difficult. To continue the above example: When a person stops trying hard and relaxes to be with his family, the injunction You don't have the right to exist which was being suppressed by their script now becomes exposed and a vivid threat. Such an individual may feel a massive psychological pressure which he himself doesn't understand, to return to trying hard, in order to feel safe and justified (in a childlike way) in existing.
Driver behaviour is also detectable at a very small scale, for instance in instinctive responses to certain situations where driver behaviour is played out over five to twenty seconds.
Broadly speaking, scripts can fall into Tragic, Heroic or Banal (or Non-Winner) varieties, depending on their rules.

Ways of time structuring

There are six ways of structuring time by giving and receiving strokes:
  1. Withdrawal
  2. Ritual
  3. Pastimes
  4. Activity
  5. Games
  6. Intimacy
This is sorted in accordance with stroke strength; Intimacy and Games in general allow for the most intensive strokes.

Withdrawal

This means no strokes are being exchanged

 Rituals

A ritual is a series of transactions that are complementary (reciprocal), stereotyped and based on social programming. Rituals usually comprise a series of strokes exchanged between two parties.
For instance, two people may have a daily two stroke ritual, where, the first time they meet each day, each one greets the other with a "Hi". Others may have a four stroke ritual, such as:
A: Hi!
B: Hi! How are you?
A: Getting along. What about you?
B: Fine. See you around.
The next time they meet in the day, they may not exchange any strokes at all, or may just acknowledge each other's presence with a curt nod.
Some phenomena associated with daily rituals:
  • If a person exchanges fewer strokes than expected, the other person may feel that he is either preoccupied or acting high and mighty.
  • If a person exchanges more strokes than expected, the other person might wonder whether he is trying to butter him up or get on good terms for some vested interests.
  • If two people do not meet for a long time, a backlog of strokes gets built up, so that the next time they meet, they may exchange a large number of strokes to catch up.

Pastimes

A pastime is a series of transactions that is complementary (reciprocal), semi-ritualistic, and is mainly intended as a time-structuring activity. Pastimes have no covert purpose and can usually be carried out only between people on the same wavelength. They are usually shallow and harmless. Pastimes are a type of smalltalk.
Individuals often partake in similar pastimes throughout their entire life, as pastimes are generally very much linked to one's life script and the games that one often plays. Some pastimes can even be understood as a reward for playing a certain game. For example, Eric Berne in Games People Play discusses how those who play the "Alcoholic" game (which Berne differentiated from alcoholism and alcoholics) often enjoy the "Morning After" pastime in which participants share their most amusing or harrowing hangover stories.

 Activities (Work)

Activities in this context mean the individuals work together for a common goal. This may be work, sports or something similar. In contrast to Pastimes, there is a meaningful purpose guiding the interactions, while Pastimes are just about exchanging strokes. Strokes can then be given in the context of the cooperation. Thus the strokes are generally not personal, but related to the activity.

Games

          .A game is a series of transactions that is complementary (reciprocal), ulterior, and proceeds towards a predictable outcome. Games are often characterized by a switch in roles of players towards the end. Games are usually played by Parent, Adult and Child ego states, and games usually have a fixed number of players; however, an individual's role can shift, and people can play multiple roles.

 Intimacy

Intimacy as a way of structuring time allows one to exchange the strongest strokes without playing a Game. Intimacy differs from Games as there is no covert purpose, and differs from Activities as there is no other process going on which defines a context of cooperation. Strokes are personal, relating to the other person, and often unconditional.

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