The objective is to impede rumination. 3. In the third stage -- relapse prevention or rehabilitation -- Mr. Thomas will be encouraged to participate in activities (such as hobbies that he enjoys, listening to music, socializing, his work and so forth) and to move towards increased interest in his work, and other components of his life outside of his depressing domestic situation. The whole model would focus around prevention and intervention where prevention aims at reducing the individual's psychobiological vulnerability (via for instance reducing the stress facing Mr. Thomas by enlisting the aid, for instance, of his children and coworkers) whilst intervention seeks to strengthen that same vulnerability (via for instance cognitive-behavioral techniques or other depression-reducing interventions).
Soemtiems, conflicts in commucantion occur inthis type sof stiaution when ethical condudresm are invoeld such as a perosn wishing to die whislt eveyroen else wants her to live on, or the gnawing unceratiny about whehtre or not teo tell a perosn tha the is fatllay ill. All of this is aggravated in the case of a child. In all, the patient's wishes should come before all else and this concerns child as well as adult. The United Nations Convention that states that children should have a voice. Indeed, Article 12 of the United, United Nations Convention on the rights of the child, talks about children having a voice in all matters that affect their welfare (CDA6002 Transcripts). The conflict is between parental rights and that of child; if the parents feel it is damaging for child to be told, (or if the parents -- knowing the child better than anyone else may know the individual -- feel that the child will opt out of the procedure due to the pain) whose wishes take precedence?
For the nustes, e this too is a conflict paritucalry sicne her nature desire is to cure and when a child is ivovked the cionfklcuit is intenisified. Ultimately, the nurse is there to make the last few days of the patient as comfortable and as painless as possible., a nd this has to be done according to the wishes of the patient.
Characteristics of te commucaniton in a conflict sitution according to game theory.
game theory proposes that interpersonal communication is marked by people trying to guess each other's decisions and outsmart one the other. It may also act as a tool for predicting the outcome of the game.
many aspects of communication could be explained by the game theory approach, where players (in strategic manipulations) compete against the other, each desiring and aiming to receive their own outcome.
There are various games in game theory. One may be that existent between genders (the 'gender' game) where men and women have different ways of communicating and of attempting to persuade the other. For instance, Tannen (1996) believes that males "try to achieve and maintain the upper hand if they can, and protect themselves from others' attempts to put them down." (Tannen, 1996, 25), whereas females play that game that "conversations are negotiations for closeness in which people try to seek and give confirmation and support, and to reach consensus" (ibid.). The objective is for controlling the conversation ('being in the driver's seat') and for power.
Each of the communication styles are bounded and guided by 'information' or rules. For instance, communication games, howsoever much the intent of the participant is otherwise, is controlled by the 'rule' of politeness. According to Cook (1997), for instance, females have "learned to cajole and please." In situations when this rule is broken, women are, consequently, perceived as being 'unwomanly'.
Non-zero-sum ness is another example of another sort of game that exists in communication where the players' interests overlap one another. Their separate goals are congruent one with the other, and, therefore, there is no disagreement, but an atmosphere of good will. Zero sumness on the other hand, represents the reverse situation; here players vociferously compete with one another, whilst the 'equilibrium' situation represents a case where each player has adopted a strategy that they are unlikely to change. Other categories of games are: cooperative and non-cooperative where players do, or do not, form commitment to playing / agreeing; symmetric and asymmetric, where the game's outcome (or the communication's outcome) depends, or does not, depend on the identity of the players); simultaneous and sequential where players either move simultaneously (not having information about the other player's earlier actions or intentions), or where players move sequentially (where one player possesses knowledge of the other's intentions);...
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