Introduction
Game is a type of time structuring. It is a means that furthers Script. Games are segments of Script. While script takes a lifetime to unfold, games further script through agency of payoff. Games generate payoff. Racketing converts payoff to Psychological Trading Stamps. Psychological Trading stamps are the currency of script.
Games are played unawarely. They are played outside Adult conscious awareness. That they have occurred is mostly known when an ongoing interaction unexpectedly goes awry. Both parties are surprised by the lull in interaction. Then as a follow up the parties proceed to collect the payoff in the nature of racket feelings. Each of the parties becomes log-jammed in intense thinking and emotional supercharge.
Game is a unit of social action. This means that it benefits each of the participants (negatively) in some way.
Definition of Game
Game is defined as an ongoing series of ulterior complementary transactions having a switch and a cross-up leading to a predictable outcome called payoff.
Formula G defines Game
Formula G : C [Con] + G [Gimmick] = R [Response] → S [Switch] → X [Cross-up] → PO [Pay-off]
Note: + means evokes; = means results in; → means leads to
Con is inadvertently released in an ongoing conversation. It is a sentence with a hidden meaning. The Con hooks the Gimmick in the other. Gimmick is a soft spot. The main topic of discussion is forgotten. The discussion moves to arguing over the misunderstanding. This is the Response section of Game. Then one of the parties pulls the Switch. Switch is a statement which puts the other in a tight spot. This happens inadvertently and unintentionally. It takes both parties by surprise. This constitutes the Cross-up. A break in conversation ensues. Both parties are at their wits end to come to terms. Both parties collect their favourite racket feelings (stamps) as Pay-off resulting from engaging in the dynamic.
An example :
Sam : Hi Timothy long time no see.
Timothy : Yes Sam. I have been busy.
Sam : Doing some great things. You are always up to something.
Timothy : What do you mean.
Sam : What do I mean. I mean what I say.
Timothy : Shut up. You are always leg pulling.
Sam : Leg pulling? Your mischief is evident. Cheating people is what you do in the name of selling insurance.
Timothy : Stupid fellow with dirt filled in your head. Get lost.
Sam does not know why he said what he did. Timothy is embarrassed.
A cross-up follows.
Sam picks up ‘guilt’ stamps. Timothy picks up anger, dislike stamps. They avoid each other and do not talk about the incident in their social circles. A game has occurred.
Drama Triangle
Drama Triangle is a diagram that is used to picture game moves. The three corners are named Persecutor (P), Rescuer (R) and Victim (V). These are names of roles parties take in the dynamic. An arrow pointing outward shows the departure from the dynamic with payoff.
In the given example Sam initiates the game by assuming the Persecutor Role. Timothy is forced to occupy the Victim Role then shifts to Rescuer Role. In the mean time Sam continues to Persecutor role. Then Timothy moves to Persecutor Role and Sam is forced to Victim Role. Both parties move out with they respective Pay-offs.
Gains from Game Engagements
Games are played inadvertently, unintentionally and outside Adult conscious awareness. People fall prey to playing them because they are rewarding in many ways. Games help in maintaining psychological inertia and its homeostasis. Games feed psychological hunger components to the exclusion of aspirational hunger. Intense feelings generate internal strokes that fulfil stimulus hunger needs. The game payoff is impacting and difficult to erase with ease. The interactions fulfil recognition hunger. Game itself forms one of the six methods of structuring time. Games generate and foster pseudo-intimacy. They help to reinforce one's favourite life position. Thereby they fulfil position hunger. They generate incidents of hurt and pain which fulfil incidence hunger.
Ending Games
Games can be ended or avoided by:
Gaining awareness of a game in progress.
Not blaming self or the other for being the cause of the dynamic.
By not justifying the reason for engaging in the game.
Moving to intimacy at switch.
Having the skill of going backward to pre-switch point and ending it in a constructive way. This process is
called 'roll back and move forward'.
By putting the payoff in a drawer and proceeding with the other player as if nothing happened.
Forgetting the past event.
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