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==Techniques==
===Anchoring===
NLP teaches that we constantly make "anchors" ([[classical conditioning]]) between what we see, hear and feel; and our emotional states. While in an emotional state if a person is exposed to a unique stimulus (sight, sound or touch), then a connection is made between the emotion and the unique stimulus. If the unique stimulus occurs again, the emotional state will then be triggered. NLP teaches that anchors (such as a particular touch associated with a memory or state) can be deliberately created and triggered to help people access 'resourceful' or other target states.<ref name="Krugman 1985">Krugman, Martin, ''et al.'' "Neuro-linguistic programming treatment for anxiety: Magic or myth?" ''[[Journal of Consulting and Clinical Psychology]]''. August 1985, Vol. 53(4) pp. 526–530.</ref>
===Future pacing===
A technique of asking a person to [[Feedforward, Behavioral and Cognitive Science|imagine doing something in the future]] and monitoring their reactions. It is typically used to check that a change process has been successful, by observing body language when the person imagines being in a difficult situation before and after an intervention. If the [[body language]] is the same, then the [[Intervention (counseling)|intervention]] has not been successful
===Swish===
The swish pattern is a process that is designed to disrupt a pattern of thought from one that used to lead to an unwanted behavior to one that leads to a desired behavior. This involves visualizing a 'cue' which leads into the unwanted behavior, such as a smokers hand moving towards the face with a cigarette in it, and reprogramming the mind to 'switch' to a visualization of the desired outcome, such as a healthy-looking person, energetic and fit. In addition to visualization, auditory sound effects are often imagined to enhance the experience.<ref name="Masters et al. 1991">{{cite journal|author1=Masters, B|author2=Rawlins, M|author3=Rawlins, L|author4=Weidner, J|year=1991|title=The NLP swish pattern: An innovative visualizing technique|journal=Journal of Mental Health Counseling|volume=13|issue=1|pages=79–90}}</ref>
===Reframing===
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first= Joseph | last= O'Connor|title=NLP: A Practical Guide to Achieving the Results You Want: Workbook|publisher=Harper Collins|year=2001}}</ref> There are examples in children's literature; for example, the fictional [[Pollyanna]] would play [[The Glad Game]] whenever she felt down about life, to remind herself of the things that she could do, and not worry about the things she couldn't. Alice Mills also says that this occurs in [[Hans Christian Andersen]]'s story where, to the surprise of the [[ugly duckling]], the beautiful creatures welcome and accept him; gazing at his reflection, he sees that he too is a swan.<ref name="Mills 1999">{{cite book| first= Alice | last= Mills |title=Pollyanna and the not so glad game |publisher=Storrs|year=1999|pages=87, 18}}</ref> Reframing is common to a number of therapies and is not original to NLP.<ref name="Sharpley 1987"/>{{rp|103–107, 105}}
===Well-formed outcome===
In NLP this is one of a number of 'frames' wherein the desired state is considered as to its achievability and effect if achieved. A positive outcome must be defined by the client for their own use, be within the clients power to achieve, retain the positive products of the unwanted behaviors and produce an outcome that is appropriate for all circumstances.<ref name="Dilts & Delozier 2000"/>
===VK/D===
VK/D stands for 'Visual/Kinesthetic Dissociation'. This is a technique designed to eliminate bad feelings associated with past events by re-running (like a film, sometimes in reverse) an associated memory in a [[Dissociation (psychology)|dissociated]] state. It combines elements of Ericksonian techniques, spatial sorting processes from Fritz Perls, reframing and 'changing history' techniques.<ref name="Dilts & Delozier 2000"/>
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