Eric Berne Define Transactional Analysis As
Eric Berne Define Transactional Analysis As
Eric Berne Define Transactional Analysis As
Berne proposed that anything that happens between two or more people could
be broken down into a series of single transactions from a specific ego states. A
'transaction' consisting of a singular stimulus and a single response, verbal or
nonverbal from one person to another. It is called a 'transaction' because each
party gains something by it and that is why s/he engages in it.
"Any system or approach" Berne asserted, "which is not based on the rigorous
analysis of single transactions into their component specific ego states is not
transactional analysis." (Eric Berne, 1975, "What Do You Say After You Say
Hello", London, Corgi.)
Transactional Analysis, therefore, can be use in any field where there is a need
for understanding individuals, relationships, communication and systems.
Equally TA can be used to observe the transactions between, say, teacher and
pupil, giving insight into where the relationship is lost and how better
communication can be achieved that facilitates the teaching.
Transactions
(The use of the words 'stimulus' and 'response' is assuming something from the
models point of view. It could be argued that a transaction could be a stimulus +
stimulus:
Or response + response:
A Crossed transaction is one in which the transactional vectors are not parallel.
The ego-state being adressed is not the ego-states that responds.
In an Ulterior transaction two messages are conveyed at the same time. One of
these is an overt or social-level message, the other a covert or psychological-
level message.
'Where are my socks?' (You are not a good enough wife.)
'In the drawer' (You are always telling me off)
The Four 'Life Positions' Explain How they Relate to Games and
Scripts, Giving Examples.
A life position is a person's basic belief about him/herself and others, which is
used to justify decisions and behaviour.
Berne (1972; 84) suggested that there are four life positions:
1. I'm OK – you're OK
2. I'm not OK – you're OK
3. I'm OK – you're not OK
4. I'm not OK – you're not OK
Each stance expresses the individual's view of his/her own worthiness and value
and that that s/he assigns to another in relation to him/herself. Each alternative
results in a different way that the individual feels and perceives and that creates
the 'normal' response to various life situations.
Once adopted it is therefore likely that s/he will construct the rest of his/her
script and games to fit in with it.
Berne wrote 'Every game script and destiny is based on one of these four
basic positions.'
1. The person that decides 'I'm Ok and you're Ok' will most likely have
a winners script believing him/herself and other to be lovable and
pleasant to be around. Games, if played, are more likely to be positive,
such as 'Homely sage'.
2. The child who grows up to believe 'I'm not OK – you're OK' is likely
to have a banal or losing life script. S/he will construct a script, and
games, around the theme of being victimised or losing out to other
people. Games such as 'Kick me'.
3. The individual who decides 'I'm OK – you're not OK' may
superficially look like a person with a winning script but the need always
to be one better, or one up on someone else will result in the putting
down of the other and so this wouldn't, in the long term, be a pleasant
person to be around as they tire of being put down and reject him/her.
Then the individual will switch from an apparent winner to a loser. A
likely game would be 'Courtroom' or 'NIGYSOB'.
4. Someone who believes 'I'm not OK and you're not OK' is most likely
to have a losing script. They are convinced that life has no hope and is
futile. S/he believes that s/he can do nothing because s/he is not OK but
nor can anyone help her/him because they are not OK too. His/her script
and games will be around rejection and may play 'Blemish'. Injunction,
Program, Counterinjunction and Early Decision defined.
Script Formation
As a child grows s/he receives a lot of verbal and non-verbal messages from
his/her caretaker/s, which impact on the script formation of that individual.
1. Don't exist,
2. Don't be you
3. Don't be a child
4. Don't grow up
5. Don't make it
6. Don't (don't do anything)
7. Don't be important
8. Don't belong,
9. Don't be close
10. Don't be well/sane
11. Don't think
12. Don't feel
Programs show the child how to do things, count to ten, hide your feelings.
Mostly they are constructive and positive.
Injunctions, which are negative, cannot make a child write his/her script in a
particular way. The child can still decided what to do with the injunctions s/he
receives. For example a 'Don't Exist' injunction may be taken on board as a
whole and the child (or later in adulthood) will commit suicide, or have an
'accident' that results in his/her death.
Alternatively the child might make a magical early decision to shift the impact of
this decision and kill someone else, or they may stop existing as a person by
going-crazy and so not having to actually die. The child may even recognize the
injunction as the injunction giver's problem and reject it completely.