Experiential Family Therapy with Satir’s Family Communication Games:
Experiential Family Therapy with Satir’s Family Communication Games:
Virginia Satir developed Family Communication Games. The Roles game involved the use of the “roles” Placater, Distracter, Blamer, and Computer. The Placater acts weak, always agrees, and tries to please others to avoid anger. The Blamer hides fear by acting dominant and blaming others. The super-reasonable Computer acts rigid and emotionally detached and intellectualizes everything. The irrelevant Distracter protects him/herself by distracting, changing the subject, and shifting the frame of reference. A congruent communicator is real, genuinely expressive, and responsible for sending straight messages in their appropriate context. Family members were assigned roles and asked to interact with each other. Satir rotated the roles, so each family member would experience different roles and gain insight regarding opposite roles or roles generally used by other family members.
Other games were based on four basic interaction “rules” in families. Rule #1: the family member eliminates self by always agreeing with the system, regardless of their own thoughts or feelings. Rule #2: the family member eliminates others by always disagreeing, finding fault, and blaming. Rule #3: the family member eliminates self and others by distracting and being irrelevant, so open negotiation is impossible. Rule #4: the family member negotiates clearly and openly, allowing both self and others to communicate.
Building on the above “rules,” Satir developed four games. Rescue is a game in which one family member agrees, one disagrees, and one changes the subject. The coalition is a game in which two people always agree, and a third disagrees, or two disagree, and a third always agrees. The mental and emotional effort is required to disagree with two people when one is agreeing, and the other is disagreeing or to agree with two people who are disagreeing. Lethal is a game in which everyone always agrees with everyone, even at the expense of individual needs. Vitality is a game in which members are able to express themselves openly. People can both agree and disagree from moment to moment and are flexible.
Read http://changingminds.org/explanations/personality/satir_stress.htmLinks to an external site. and http://changingminds.org/techniques/body/satir_five_positions.htmLinks to a external site.
Gather several friends. Assign a game to the group, a role or rule to each member, and a moral dilemma (examples below). Rotate the roles/rules. If you are not able to gather family members or friends for this assignment, you may use a video clip from a TV or Movie family and explain roles and why. Explain why this will be important to utilize with your clients and what insight it may give you to assist them?
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