摘要
目的:探讨强迫症状人群的内心世界,总结其初始沙盘特征。方法:某医学院在校学生,采用症状自评量表筛选出强迫症状人群33人为强迫症状组,36名为非强迫症状者为对照组,两组均参与沙盘游戏。采用沙盘作品编码表对沙盘游戏作品进行信息编码。结果:(1)在沙具的使用情况方面,强迫症状组武器类、其他类沙具的使用多于对照组[(1.30±1.28)vs.(0.11±0.32),(0.18±0.47)vs.(0.00±0.00);P=0.056,0.022],而交通工具、建筑物、植物、生活用品类沙具的使用少于对照组[(0.73±1.18)vs.(1.61±2.16),(1.15±1.50)vs.(2.39±1.68),(4.82±5.96)vs.(9.72±6.67),(0.76±1.03)vs.(1.75±2.01);均P<0.05];(2)在沙盘主题特征方面,与对照组相比,强迫症状组多出现空洞、分裂、忽视、受伤、威胁、倒置6个创伤主题(51.5%vs.0%,42.4%vs.0%,30.3%vs.2.8%,27.3%vs.0%,45.5%vs.5.6%,12.1%vs.0%,均P<0.05),少出现流动、抚育、能量3个治愈主题(6.1%vs.50%,6.1%vs.27.8%,33.3%vs.58.3%,均P<0.05)。结论:强迫症状人群在初始沙盘中的有特征性表现,初始沙盘可能具有临床心理评估的功能和价值。
Objective: To explore the initial sandplay's clinical diagnosis role and value on the obsession symptom. Method: Thirty-three students with obsession symptoms and 36 healthy students were selected with the Symptom Checklist 90(SCL-90). These students participate in the initial sandplay operation, and their products of sandplay were coded. Results: (1)On the use of toys, the experimental group was significantly nigher in armaments and others [(1.30±1.28)vs. (0. 11±0. 32), (0. 18±0.47) vs. ( 0.00±0.00);P =0. 056,0. 022], and significantly lower in transports, plants, and daily necessities [ (0.73±1.18) vs. ( 1.61±2. 16), (4. 82± 5.96) vs. ( 9.72±6. 67), (0. 76±1.03)vs. ( 1.75±2. 01);Ps 〈0. 05]. (2)On the theme of sandplay, the experimental group was significantly higher in empty, restriction, neglect, injury, threat, and inversion(51.5% vs. 0%, 42.4% vs. 0%, 30. 3% vs. 2. 8%, 27. 3% vs. 0% ,45.5% vs. 5.6%, 12. 1% vs. 0%, Ps 〈0. 05), and lower in travel, cultivation, and energy(6. 1% vs. 50%, 6. 1% vs. 27.8%, 33.3% vs. 58.3%, Ps 〈 0.05). Conclusion: The results show that the obsession symptoms have significantly characteristics in sandplay. Initial sandplay is valuable to be a clinical psychological assessment.
出处
《中国心理卫生杂志》
CSSCI
CSCD
北大核心
2010年第10期757-761,774,共6页
Chinese Mental Health Journal
关键词
沙盘游戏
初始沙盘
强迫症状
病例对照研究
sandplay
initial sandplay
obsession symptom
case-controlled studies