| Literature DB >> 30190699 |
Rinat Feniger-Schaal1,2, Yuval Hart3, Nava Lotan4, Nina Koren-Karie1,5, Lior Noy6.
Abstract
The Mirror Game (MG) is a common exercise in dance/movement therapy and drama therapy. It is used to promote participants' ability to enter and remain in a state of togetherness. In spite of the wide use of the MG by practitioners, it is only recently that scientists begun to use the MG in research, examining its correlates, validity, and reliability. This study joins this effort by reporting on the identification of scale items to describe the non-verbal behavior expressed during the MG and its correlation to measures of attachment. Thus, we explored the application of the MG as a tool for assessing the embodiment of attachment in adulthood. Forty-eight participants (22 females, mean age = 33.2) played the MG with the same gender-matched expert players. All MG were videotaped. In addition, participants were evaluated on two central measurements of attachment in adulthood: The Adult Attachment Interview (AAI) and the Experience in Close Relationship questionnaire (ECR). To analyze the data, we developed the "MG scale" that coded the non-verbal behavior during the movement interaction, using 19 parameters. The sub-scales were reduced using factor analysis into two dimensions referred to as "together" and "free." The free factor was significantly correlated to both measurements of attachment: Participants classified as having secure attachment on the AAI, received higher scores on the MG free factor than participants classified as insecure [t(46) = 7.858, p = 0.000]. Participants, who were high on the avoidance dimension on the ECR, were low on the MG free factor [r(48) = -0.285, p = 0.007]. This is the first study to examine the MG as it is used by practitioners and its correlation to highly standardized measures. This exploratory study may be considered as part of the first steps of exploring the MG as a standardized assessment tool. The advantages of the MG as a simple, non-verbal movement interaction demonstrate some of the strengths of dance/movement and drama therapy practice.Entities:
Keywords: attachment; dance/movement therapy; drama therapy; exploration; mirror game; non-verbal behavior
Year: 2018 PMID: 30190699 PMCID: PMC6115809 DOI: 10.3389/fpsyg.2018.01560
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
The MG scales.
| The Scale | Description | Scoring |
|---|---|---|
| 1. The “greeting” | Coding the first 45 s of the game, the way the player presents him/herself and begin the game | High score for appropriate checking of the encounter with the other and adapting to the beginning of the game |
| 2. Breaks | Coding the times when the MG stops (breaks), i.e., the participant asks questions (after the first minute), burst into laughter or tears, or stops the game in any other way | High scores for no breaking of the game |
| 3. Flow/shift | The flow of the movement | High score for flow of movements that seems to emerge from the previous movements |
| 4. Pace | The pace of movement (changes from slow to fast) | High score for a pace that the partner can follow |
| 5. Body parts | The use of the different parts of the body: limbs vs. the center of the body; robotic movements vs. soft and round movements in which the joints are used | High score for rich use of the body including the center of the body, and the performance of shape like movements (as opposed to robotic) |
| 6. Directions of movement | The use of different movement planes: vertical, sagittal, and horizontal. | High score for the use of combinations of planes |
| 7. Distance | The distance between the players | High score for exploring different distances between the players |
| 8. Tension/relaxed | Physical indication of tension in the body and face, for example flexing the shoulders, or furrowing the eyebrows | High score for relaxed, no-tension affect |
| 9. Negative affect | Facial expressions of negative affect such as anger, boredom, irritation | High score for mostly positive affect |
| 10. Having fun | Enjoying the encounter, positive affect, playfulness, having fun playing together | High score for the player appearing to enjoy most of the game |
| 11. Shared affect | The players sharing affect like a smile or a facial expression that expresses moments of shared positive emotion | High score for moments of sharing positive affect |
| 12. Competitiveness/teasing | Movement that calls for competition and even a sense of teasing | High score for little competitiveness or teasing |
| 13. Reference to the other | Looking at the other to see whether the partner can follow the movement | High scores for referring to the partner during the game and checking the partner’s ability to follow |
| 14. Arching | Stretching the back backward in a way that disconnects eye contact | High score for no arching |
| 15. Eye contact | Making eye contact | High score for eye contact during most of the game |
| 16. Gaze aversion | Using movements (other than arching) that actively disconnect eye contact | High score for no gaze aversion |
| 17. Exploration | The extent to which the participant explores a variety of movements | High score for exploratory game in different dimensions (pace, space, use of the body, etc.) |
| 18. Unusual behavior | Performing unusual behaviors during the MG, for example, pretending to sleep throughout the game or moving only the pelvis for the entire game | Dichotomous scoring for the presence or absence of unusual behavior |
| 19. Leader/follower | Coding the roles the participant assumes in the third round of the game: whether the player takes the lead, follows, or there is a constant shifting between roles | High score for balanced shifting between the roles of follower and leader |
MG scales mean and SD.
| Mirror Game Scale | Mean | |
|---|---|---|
| Greeting | 4.52 | 0.87 |
| Breaks | 3.5 | 1.53 |
| Fluent/shifts | 3.81 | 1.28 |
| Pace of movement | 4.17 | 1.14 |
| Body parts | 4.04 | 1.32 |
| Directions of movement | 4.23 | 1.23 |
| Distance | 4.22 | 1.24 |
| Tension/relaxation | 4 | 1.30 |
| Negative affect | 3.85 | 1.2 |
| Having fun | 3.23 | 1.29 |
| Shared affect | 3.5 | 1.68 |
| Competitiveness/teasing | 4.56 | 0.99 |
| Reference to the other | 3.94 | 1.31 |
| Arching | 4.08 | 1.54 |
| Eye contact | 3.73 | 1.14 |
| Gaze aversion | 3.21 | 1.46 |
| Exploration | 2.92 | 1.35 |
| Leader/follower | 3.81 | 1.54 |
Loading of the MG scales on the two (PCs): free and together.
| Component | ||
|---|---|---|
| Free | Together | |
| Greeting | 0.188 | |
| Breaks | −0.076 | |
| Flow/shift | 0.340 | |
| Pace of movement | 0.128 | |
| Tension | −0.027 | |
| Distance | 0.463 | |
| Eye contact | 0.194 | |
| Gaze aversion | 0.174 | |
| Arching | 0.138 | |
| Having fun | 0.326 | |
| Negative affect | 0.277 | |
| Shared affect | 0.312 | |
| Body parts | −0.134 | |
| Movement direction | −0.105 | |
| Reference to the other | 0.258 | |
| Exploration | 0.197 | |
| Competitiveness | −0.330 | |
| Leader/follower | −0.192 | |
Multiple regressions predicting free MG behavior.
| Gender | −0.589 | 0.236 | −0.297∗∗ | |
| AAI classification | −0.903 | 0.230 | −0.455∗∗∗ | |
| Avoidance | −0.434 | 0.141 | −0.377∗∗ | |
| 0.443 | ||||
| 11.673∗∗∗ | ||||