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Karpman drama triangle

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The drama triangle is a psychological and social model of human interaction in transactional analysis (TA) first described by Stephen Karpman, which has become widely used in psychology and psychotherapy.[citation needed]

The model posits three habitual psychological roles (or roleplays) which people often take in a situation:

  • The person who is treated as, or accepts the role of, a victim
  • The person who pressures, coerces or persecutes the victim, and
  • The rescuer, who intervenes out of an ostensible wish to help the situation or the underdog.

(Note that the rescuer role is one of a mixed or covert motive, not an honest rescuer in an emergency; see below)

As the drama plays out, people may suddenly switch roles, or change tactics, and others will often switch unconsciously to match this. For example, the victim turns on the rescuer, or the rescuer switches to persecuting.

The covert purpose for each 'player' is to get their unspoken (and frequently unconscious) psychological wishes/needs met in a manner they feel justified, without having to acknowledge the broader dysfunction or harm done in the situation as a whole. As such, each player is acting upon their own selfish 'needs', rather than acting in a genuinely adult, responsible or altruistic manner.[citation needed]

The game is similar to the melodrama of hero, villain, and damsel in distress (such as Dudley Do-Right, Snidely Whiplash, and Nell Fenwick).

In transactional analysis, the drama triangle is sometimes referred to[1] in the context of mind games such as: – Why Don't You/Yes But; If It Weren't For You; Why does this Always Happen to Me?; See What You Made Me Do; You Got Me Into This; Look How Hard I've Tried; I'm Only Trying to Help You; and Let's You and Him Fight.

Overview and theory

A "game" in Transactional Analysis is a series of transactions that is complementary (reciprocal), ulterior, and proceeds towards a predictable outcome. Games are often characterized by a switch in roles of players towards the end. The number of 'players' may vary.

Games in this sense, are devices used (often unconsciously) by a person to create a circumstance where they can justifiably feel certain resulting feelings (such as anger or superiority) or justifiably take or avoid taking certain actions where their own inner wishes differ from societal expectation. They are always a substitute for a more genuine and full adult emotion and response which would be a more appropriate response.

Three quantitative variables are often useful to consider for games:

  • Flexibility: The ability of the players to change the currency of the game (that is, the tools they use to play it). In a flexible game, players may shift from words, to money, to parts of the body.
  • Tenacity: The persistence with which people play and stick to their games and their resistance to breaking it.
  • Intensity: Easy games are games played in a relaxed way. Hard games are games played in a tense and aggressive way.

Based on the degree of acceptability and potential harm, games are classified into three categories, representing socially acceptable games, undesirable but not irreversibly damaging games, or games which may result in drastic harm. Their consequences may vary from lots of small paybacks (the girl who keeps meeting nice guys who ditch her) through to payback built up over a long period to a major level (i.e. court, mortuary, or similar). Each game has a payoff for those playing it. The antithesis of a game (that is, the way to break it) lies in discovering how to deprive the actors of their payoff.

The first such game theorized was Why don't you/Yes, but in which one player (White) would pose a problem as if seeking help, and the other player(s) (Black) would offer solutions. White would point out a flaw in every Black player's solution (the "Yes, but" response), until they all gave up in frustration. The secondary gain for White was that he could claim to have justified his problem as unsolvable and thus avoid the hard work of internal change; and for Black, to either feel the frustrated martyr ("I was only trying to help") or a superior being, disrespected ("the patient was uncooperative").

In the Drama Triangle, the 'switch' is then when one of these, having allowed stable roles to become established, suddenly switches role. The victim becomes a persecutor, and throws the previous persecutor into the victim role, or the rescuer suddenly switches to become a persecutor ("You never appreciate me helping you!").

Note that the "game" position of Rescuer is distinct from that of a genuine rescuer in an emergency, such as a firefighter who saves a victim from a burning building or a lifeguard who saves a victim from drowning. When played as a drama role, there is something dishonest or unspoken about the Rescuer's attempts, or at best, a mixed motive or need to be a rescuer or have a victim to help. The rescuer plays the role more because they are driven to be a rescuer than because the victim needs their involvement.

References

Further reading

  • I'm OK, You're OK
  • Games People Play
  • Breaking Free from the Victim Trap (Diane Zimberoff, 1989)
  • The DNA of Relationships (Gary Smalley, 2004)
  • The Power of TED* (*The Empowerment Dynamic): Second Edition (David Emerald, Polaris Publishing, 2009)
  • Drama Triangle - Stephen Karpman's site including the original articles
  • Karpman Drama Triangle Summary - An enhanced diagram of the KDT with links to several articles on its interpersonal manifestations by a neuropsychologist.
  • The Power of TED* - Describes The Empowerment Dynamic (TED*), which provides an escape from the Drama Triangle by shifting Victim to Creator, Persecutor to Challenger, and Rescuer to Coach. This website includes a video interview with Dr. Karpman.
  • The Drama Triangle - TA-Tutor.com