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INTERPERSONAL

COMMUNICATION:

TRANSACTIONAL ANALYSIS
The Communication Process
Parent

STIMULUS ENERGY Adult

Child

Physical Psychicological
T
THE STRUCTURE OF PERSONALITY
 

Human Personality
Critical

PARENT
Nurturing

ADULT Little Professor

Free Child

CHILD Rebellious

Compliant
TYPES OF TRANSACTIONS

PARALLEL TRANSACTION

PARENT PARENT

ADULT ADULT

CHILD CHILD
CROSSED (BLOCKED) TRANSACTION

PARENT PARENT

ADULT ADULT

CHILD CHILD
ULTERIOR (HIDDEN) TRANSACTION

PARENT • Psychological PARENT


level

• Stimulu
s
ADULT ADULT
• Social
level

CHILD CHILD
STROKE ANALYSIS

Strokes refer to giving some kind of


recognition to the person.
TYPES OF STROKES
  1.   Positive
2.   Negative
3.   Indifference
ANOTHER CLASSIFICATION OF STROKES
 a. Conditional (C) – given for behaviors
b. Unconditional (U) – given to the person.
Strokes
 
Behavior (C)
 
 
 
Person (U)

 
 
 
STROKES
Unconditional strokes are more powerful.
BE GENUINE IN GIVING STROKES.
Both of these can be positive and
negative.
The possible combinations are: -
1.   U+ C+
2.   U+ C-
3.   U- C+
4.   U- C-
STROKE ECONOMY

People overuse negative strokes and under


use positive strokes – learning of childhood.
RULES:
 Don’t give positive strokes. If you have to give
them, don’t give them freely.
 Don’t ask for positive strokes if you need
them.
 Don’t accept positive strokes. Reject them.
 Don’t give yourself any strokes.
Examine your assumptions. Power of positive
assumptions can turn the mountains. Learn to
give negative strokes when they are due.
LIFE POSITIONS
OKAYNESS ABOUT OTHERS
OK NOT OK
I AM OK I AM OK
U ARE OK U ARE NOT OK
OK
(GET ALONG (GET RID OFF)
WITH)
OKAY
NESS I AM NOT OK I AM NOT OK
ABOUT U ARE OK U ARE NOT OK
SELF NOT
OK (GET AWAY FROM (GET NOWHERE
ME) WITH
GAMES PEOPLE PLAY
Games are a set of ulterior transactions with a
definite payoff.

Elements of a Game
The elements of a game can be expressed
through a formula:
  C + G = R →S→X→P
C: The Game begins with an open
message called a “Con”; this “tactical
maneuver” is accompanied by
G: A concealed motivation or “Gimmick”
R: The transactions are complementary,
and the game is in progress when the
“Response” pattern is set up.
S: At any moment the player may pull an
invisible, unconscious “internal switch”
which leads to a
X: “Cross-up or “moment of confusion”,
and finally to the
P: “Payoff” of the Game
SOME FAMILIAR GAMES

 
 Yes ………..but……….
 NIGYSOB
 Poor me
 Kick me
 Blemish
 If it were not for you…… I could…….
 Let you and him fight
 See what you made me do?
 Bear trapper
HOW TO HANDLE THE GAMES!!!
Games can be handled in the
following ways:
Expose the Game
Ignore the Game
Offer an alternative
Play the Game

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