Eric Byrne, "Games People Play"

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VERY BRIEF: "Games" are life scenarios that determine a person's behavior, ways of communicating with others. The system developed by the author will teach you less to “play” and lead to personal growth.

Part 1.
Game analysis
People tend to change their views throughout their lives, to play games with each other, often unconsciously. In the course of ego research, three types of human behavior have been identified: Parent, Adult and Child. In different life situations, one of the states manifests itself.

  • A parent is a psychological state in which a person behaves in the same way as his parent behaved with him. He can be active and influential.
  • An adult is a state in which the world around is perceived without any prejudice. The Adult is always in control of the situation, especially between the Parent and the Child.
  • Child - a condition in which an Adult or a Parent behaves like a child.
All of these aspects of the ego have a right to be respected.

The interaction of the three structural states of the human psyche occurs during communication through the challenge of interaction and the response to it. Interaction can be complementary and cross-cutting.

Communication is always complementary, since it reflects the interaction of two equal states of the ego: Adult - Adult (communication type One), Parent - Parent (communication type Two). If it is cross, then the conversation is cut off and the game begins. This happens when a Child takes the role of Parent or Adult.

An example of additional communication: Adult - Adult.

- Darling, do you know where my cufflinks are?
- I would like to know that too.

Cross-communication example: Adult - Child.
- Darling, do you know where my cufflinks are?
- You always dump everything on me!
[/QUOTE]
The interaction can be aligned only if the Child becomes an Adult again, or the Adult becomes a Parent.

There is also a backward transference reaction. With it, hidden interactions appear. They are at the heart of games. In covert communication, two states of the ego are involved. Corner interactions require the presence of three ego states (common to traders). Double hidden interactions - four states of the ego (characteristic of flirting).

The author highlights the manipulation of static and dynamic reality, distorted and efficient procedures, as well as programming behavior. Games are socially programmable behavior. The rituals are characteristic of the Parent's ego.

As a fundamental interaction for establishing contact with each other, the author cites as an example the most important American greeting ritual - stroking. Its essence lies in the fact that during a welcome conversation, each interaction call and response to it is estimated as one stroke.

An example of a dialogue between Mr. "D" and Mr. "G".

- Healthy.
- Healthy.
- How are you?
- Good.
- Something hot today.
- It will probably rain.
- Okay. Bye. I have to run.
- Good. Bye. I was glad to see you.
There are 8 strokes in this dialogue, thanks to which the participants in the dialogue feel great for the rest of the day. The lack of stroking or, conversely, their excess could cause a resonance among the interlocutors. Examining the rituals in more detail, the author found out that the most popular rituals of fusion of guilt and acts of seeking rewards.

Part 2.
Games catalog
Psychological ego games refer to entertainment in the circle of certain groups. People of different social status, gender, age, religion play different games. But the main thing is that they are not capable of accepting everyone into their game. The author has divided the games into families.

  1. Games for life - "Debtor", "Hit me", "Gotcha, son of a bitch!"
  2. Family and conjugal games - "Frigid woman", "Hunted housewife", "You see how I tried", "If not for you ...".
  3. Games at parties - "Why don't you ... - Yes, but ...", "What a horror!".
  4. Sexual games - "Stocking", "Rape".
  5. Games of the underworld - "Let's cheat Joe", "How to get out of here."
  6. Games in the office psihote-rapevta - "I told you that he will not help me," "What do you want from a man with a childhood."
  7. Good games - "Glad to help", "Sage".
In the names of the games, vernacular phrases were used. This is done in order to make it easier for readers to understand the essence of each game. To make the algorithm of the games clear, the author gives examples for each game. Here are a few of them.

At the party, people are divided into groups, each of which plays its own game: Kitchen, Wardrobe, General Motors, Parents 'Committee ... And if the interlocutors from General Motors come to the Parents' Committee and wish to change the topic there, they will not be accepted.

Teens will play Who's Hugging Who; the middle class - in "How it is done", "Have you been", "What happened to them"; below average - in "What's what"; young people - "And in the morning ..."; spouses - "Tell them darling." In total, there are about 120 games, which include: "Vicious husband", "This is how I can", "Nothing special", "Pink glasses", "Me too", "Where are they looking" and others.

Entertainment isn't just for structuring time. They not only provide participants with mutually acceptable strokes, they also have a social selection function.
This kind of entertainment is stereotypical. The key aspect in games is the state of the ego: Adult, Child and Parent, which sets the tone for communication. The author claims that well-read literate mothers will act as Adults in the Parents' Committee game. The Child's game will consist in the idea of "Freeing yourself from parental attention." The Ego Parent, since he is more dogmatic, will start from Juvenile Criminals.

Part 3.
Outside games
Most often, games are played by people suffering from mental disorders or such Buki, Bore and Doodle. They were taught this from childhood, since parenting really means teaching children the choice of games to play. However, each individual must strive for autonomy, that is, for the restoration of three capacities: receptivity, spontaneity and intimacy.

Games are, in a sense, intermediate between fun and intimacy.
Children have this to the fullest, so the most important of the three egos is the Child. Children live in the here and now, they are spontaneous and freely express their feelings, as well as frank and naive. The author is sure that the achievement of this state is the “final stage of development”, which is a part of a life free from games.
 
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