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1.
文章通过一例失眠大学生的案例来探讨心理咨询关系在心理咨询中的作用。依照动力性心理治疗的理念形成对来访者的整体理解和治疗方案,从来访者的移情和反移情、重要客体等方面对来访者进行心理咨询,并在整个过程中注重咨询关系的呈现。结果显示,来访者睡眠有所改善,并且对自身的情感觉察能力增强,内心更平静、更有力量。可见,在对失眠进行心理咨询实践中良好的心理咨询关系是有效的。  相似文献   

2.
从来访者的视角探索心理咨询中单次会谈对来访者所造成的影响。采取方便抽样,在某高校心理咨询中心招募22名大学生来访者,通过质性研究的文本内容分析方法,对22名来访者的访谈文本材料进行类属分析,总结出来访者在心理咨询会谈中可能受到的影响。结果显示:心理咨询会谈影响的内容丰富,主要分为两大类:积极影响和消极影响。其中,积极影响包括:情绪获益、认知获益和行为获益;消极影响包括:咨询任务进展不顺和咨询关系建立不良。  相似文献   

3.
罗静 《社会心理科学》2004,19(3):32-34,81
由于一些原因造成了中国心理咨询市场的不规范发展,使得很多人对心理咨询都存在着很大误解。本文就这一问题,试图澄清心理咨询的意义不仅在于为来访者解决问题,更在于发展来访者自己解决问题的能力。所以,文章首先介绍了造成大众对心理咨询产生误解的原因,其次阐述了“发展”心理咨询的定义,最后告诉大家真正意义上的心理咨询,即“发展”心理咨询能为你带来什么帮助,以期大家重新认识心理咨询的意义,为心理咨询的发展创造更广阔的前景。  相似文献   

4.
采用多层线性分析方法,在短程心理咨询的连续会谈中检验来访者的会谈间体验对咨询效果的影响。以36名个案、151次会谈为样本,结果发现,来访者的症状总体呈线性下降趋势;不同来访者症状变化的速率存在个体差异,会谈间体验的情绪因子能解释症状变化速率总变异的40.79%。结论:在短程心理咨询中,来访者想起咨询会谈或/和咨询师时的情绪体验能显著预测咨询效果。  相似文献   

5.
杨明 《社会心理科学》2005,20(5):213-216
青少年心理健康教育是素质教育的重要组成部分,心理问题是阻碍青少年健康成长的重要因素之一。本文从帮助一个大学生摆脱心理痛苦的案例出发,介绍了心理咨询的一些方法、过程和技巧。特别强调了心理咨询要透过现象看本质,既要分析来访者所遭遇的负性事件,又要把握来访者的个性特征、成长经历以及父母教养方式等诸多因素。在治疗方面,既强调发挥来访者自我潜力的重要性,又要重视来访者家庭支持的辅助作用。  相似文献   

6.
心理诊断是心理咨询师对来访者问题进行综合评估的过程,是心理咨询与心理治疗非常重要、也是十分必要的环节。但是,当心理咨询师对来访者做出了综合评估后,是不是必须要对来访者给出一个“你是什么什么问题”,或者“是什么什么症”的“说法”呢?但这种做法没有什么积极意义。相反,现实中的“说法”对心理咨询师和来访者都造成了一系列的困扰和问题。因此,在心理咨询与治疗当中,应该去掉这个“说法”。  相似文献   

7.
童敏 《心理科学》2001,24(2):247-248
在心理咨询与治疗过程中,治疗者首先需要确定来访者的精神发展状况,判定来访者的精神发展是否出现偏差以及偏差的状况怎样。为此,治疗者就需要深入研究来访者精神发展出现偏差的动机基础,以便了解来访者精神发展的规律,及时给于必要的心理辅导。  相似文献   

8.
这是心理咨询师对一名即将满刑的服刑男犯的心理咨询过程,以焦虑情绪引起的问题为线索,深入探讨来访者焦虑情绪背后的人格、社会适应问题和人际关系冲突问题,采用阿伦.贝克的认知疗法,帮助来访者识别固有的不良认知过程,纠正错误观念,积极进行自我探索和认知重构,建立新的认知模式和行为模式,以适应改造环境和建立良好的人际关系。  相似文献   

9.
从两种咨询模式看我国心理咨询师的培养   总被引:5,自引:0,他引:5  
梁宝勇 《心理科学》2004,27(6):1494-1496
本文分析厂我国大陆目前开展的两种类型的心理咨询,即心理健康咨询和医学心理咨询,心理健康咨询遵循发展和教育模式。主要服务对象是有生活适应问题的来访者,其根本目的是促进他们健康成长和增强适应应对能力。医学心理咨询遵循生物-心理-社会医学模式,其主要服务对象是患有各种非精神病性精神障碍的病人,其主要目的是将病人治愈。作者从两种咨询模式出发,就目前我国心理咨询师和心理治疗师的培养和资格认证提出了一些问题和粗浅的看法。  相似文献   

10.
沙盘游戏模具收集与主题分析   总被引:7,自引:0,他引:7  
沙盘游戏治疗要使用模具创造“沙盘世界”,模具联结着来访者和治疗师,并把来访者的潜意识形象地呈现出来,是治愈的因素之一。因而模具收集非常重要。沙盘游戏主题是对沙盘游戏模具所表现的象征性意义的总结,是来访者游戏中心理内容的集中体现,通过对一系列沙盘游戏的主题分析,可以看出游戏者心理的转变和成长。  相似文献   

11.
Subjective well-being analysis of income inequality finds that very high levels of objective inequality are considered “bad” in both the industrialized and emerging economies covered in the study. People from the industrialized economies appear to be more sensitive to mild levels of objective inequality compared to those from the emerging economies. Subjective inequality, on the other hand, is not considered “bad” in the same industrialized and emerging economies covered in the study. People from both areas appear to tolerate subjective inequality provided it is the outcome of an impartial environment founded upon rules observed by the majority. There, however, remains the need to help people recognize the importance of addressing inequalities in order for them to demand a more equitable distribution of income in society.  相似文献   

12.
Dozens of studies show that bystanders are less likely to help victims as bystander number increases. However, these studies model one particular situation, in which victims need only one helper. Using a multi-player dictator game, we study a different but common situation, in which a recipient’s welfare increases with the amount of help, and donors can share the burden of helping. We find that dictators transfer less when there are more dictators, and recipients earn less when there are multiple dictators. This effect persisted despite mechanisms eliminating uncertainty about other dictators’ behavior (a strategy method and communication). In a typical public goods game, people seem to transform the situation into an assurance game, willing to contribute if certain others will too. Despite similarities, people do not treat a recipient’s welfare like a public good. Instead, people seem to transform the situation into a prisoner’s dilemma, refusing to help whatever others do.  相似文献   

13.
The fact that someone is generous is a reason to admire them. The fact that someone will pay you to admire them is also a reason to admire them. But there is a difference in kind between these two reasons: the former seems to be the ‘right’ kind of reason to admire, whereas the latter seems to be the ‘wrong’ kind of reason to admire. The Wrong Kind of Reasons Problem is the problem of explaining the difference between the ‘right’ and the ‘wrong’ kind of reasons wherever it appears. In this article I argue that two recent proposals for solving the Wrong Kind of Reasons Problem do not work. I then offer an alternative solution that provides a unified, systematic explanation of the difference between the two kinds of reasons.  相似文献   

14.
汪夏 《社会心理科学》2010,(3):54-56,85
流畅感,也有人译作沉浸,指的是一种暂时性、主观的经验,当人们在进行活动的时候如果完全的投入情境中,就是进入一种沉浸的状态。在网络游戏中也有可能产生这样的状态,而这也是许多人会对网络游戏不可自拔的着迷的原因。我们以网络游戏中体验到的流畅感为例,探讨如何将这种体验迁移到教学或者工作当中,实现流畅感理论的应用。  相似文献   

15.
16.
The feeling that we are agents, intentionally making things happen by our own actions, is foundational to our understanding of ourselves as humans. People's metacognitions of agency were investigated in 4 experiments. Participants played a game in which they tried to touch downward scrolling Xs and avoid touching Os. Variables that affected accuracy included speed of the scroll, density of the targets, and feedback. Of central interest were variables directed not only at accuracy but also at people's control: the turbulence of the cursor and how close the cursor had to come to the target for a hit (i.e., "magic"). After each trial, people made judgments of agency or judgments of performance. People were selectively sensitive to the variables to which they should be responsive in agency monitoring--whether the cursor moved in close synchrony to their movements and whether targets disappeared by magic. People knew, separably from their objective or judged performance, when they were in control and when they were not. These results indicate that people can sensitively monitor their own agency.  相似文献   

17.
People are more willing to bring about morally objectionable outcomes by omission than by commission. Similarly, people condemn others less harshly when a moral offense occurs by omission rather than by commission, even when intentions are controlled. We propose that these two phenomena are related, and that the reduced moral condemnation of omissions causes people to choose omissions in their own behavior to avoid punishment. We report two experiments using an economic game in which one participant (the taker) could take money from another participant (the owner) either by omission or by commission. We manipulated whether or not a third party had the opportunity to punish the taker by reducing the taker's payment. Our results indicated that the frequency of omission increases when punishment is possible. We conclude that people choose omissions to avoid condemnation and that the omission effect is best understood not as a bias, but as a strategy.  相似文献   

18.
ABSTRACT

Protected area managers are often interested in visitor satisfaction, a complex, multi-dimensional concept. This study of visitors to Kakadu National Park in Australia compares 2 approaches to predicting overall satisfaction and the intention to recommend the park. The first approach involves analyzing importance-performance measures on a range of visitor service quality items. The second approach involves measuring the desire and attainment of perceived benefits associated with a recreation experience. Results show that benefits attained by visitors are stronger predictors of an overall positive response to a park visit than visitor service quality ratings. Two types of benefits emerge from factor analysis—benefits derived from nature and benefits derived from relaxation—and these factors show varying degrees of correlation with overall response to the park depending on proximity of the respondents’ home to the park. The results suggest greater attention should be paid to the benefits people desire from their visits and increases our understanding of what benefits are dependent on the environment (biophysical, social, and managerial), the activity visitors participate in, or a combination of both. Such information can help park staff to create experiences likely to facilitate attainment of benefits that are important to visitors.  相似文献   

19.
People are reluctant to harm some people in order to help others, even when the harm is less than the forgone help (the harm resulting from not acting). The present studies use hypothetical scenarios to argue that these judgments go against what the subjects themselves would take to be the best overall outcome. When the outcomes in question are income gains and losses for two groups of farmers, subjects judge the harm they would not impose through their action to be smaller than the harm they would impose through inaction. Some subjects refuse to reduce cure rates for one group of AIDS patients in order to increase cure rates more for another group, even when group membership was unknowable to anyone, so that, from each patient's point of view, the change would increase the probability of cure. Likewise, they resisted a vaccine that reduced overall mortality in one group but increased deaths from side effects in another group, even when, again, group membership was unknowable. Some people apply a do-no-harm principle to groups without apparent understanding of how such a principle might be justified in terms of its consequences. The capacity for such judgments makes them vulnerable to learning principles that have no justification at all.  相似文献   

20.
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