===Anchoring===
NLP teaches that we constantly make "anchors" ([[Classicalclassical Conditioningconditioning]]) 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.'', (1985): "Neuro-linguistic programming treatment for anxiety: Magic or myth?." ''[[Journal of Consulting and Clinical Psychology]]''. AugAugust 1985, Vol. 53(4) pp. 526-530526–530.</ref> Anchoring appears to have been imported into NLP from family therapy as part of the 'model' of [[Virginia Satir]].<ref name= "Haber 2002">{{cite journal | last= Haber, | first= Russell, (2002):| title= Virginia Satir: An integrated, humanistic approach| work= [[Contemporary Family Therapy]], Vol|volume= 24( | number= 1), Mar| date= March 2002,p32| pp.pages= 23-3423–34| ISSNissn= 1573-3335 {{doi|doi= 10.1023/A:1014317420921}}</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; (i.e., 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. Future pacing can be used to "embed" change into the contexts of the future. It gives a person the experience of dealing positively with a situation before they get into that situation in reality. This is based on [[Mental image|visualization]] where the mind is assumed not to be able to tell the difference between a scenario which is real and one which has been clearly visualized. The theory is that, having visualized positively, when the subject encounters the situation again in reality the visualized experience will serve as a model for how to behave, even though this experience was imagined. The mind cannot tell the difference between the visualization and reality so it accepts the visualization as reality and [[Accommodation (psychology)|makes the change]].{{citation needed|date=June 2012}}
===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> Swish is one of the techniques that involves the manipulation of submodalities.
===Reframing===
Another technique, "reframing" functions through "changing the way you perceive an event and so changing the meaning. When the meaning changes, responses and behaviors will also change. Reframing with language allows you to see the world in a different way and this changes the meaning. Reframing is the basis of jokes, myths, legends, fairy tales and most creative ways of thinking."<ref name="Joseph O'Connor">{{cite book|author 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|author first= Alice | last= Mills |title=Pollyanna and the not so glad game|type= Children's Literature|publisher=Storrs|year=1999|volume=27|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}}
An example of NLP reframing is the "six-step reframe"<ref>{{cite web| last= Beale, |first= M. | title= NLP Techniques: Six Step Reframing. | url= https://www.nlp-techniques.org/what-is-nlp/six-step-reframing/ | website= nlp-techniques.org | publisher= | date= | accessdate= }}</ref> which involves distinguishing between an underlying intention and the consequent behaviors for the purpose of achieving the intention by different and more successful behaviors. It is based on the notion that there is a positive intention behind all behaviors, but that the behaviors themselves may be unwanted or counterproductive in other ways. NLP uses this staged process to identify the intention and create alternative choices to satisfy that intention.
===Well-formed outcome===
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