State Of Mind Game For Dmg

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Mind games is used to define three forms of competitive human behaviors:

Mind
  1. a largely conscious struggle for psychological one-upmanship, often employing passive–aggressive behavior to specifically demoralize or dis-empower the thinking subject, making the aggressor look superior; also referred to as power games, head games, mind fuckery or head fuckery.[1]
  2. the unconscious games played by people engaged in ulterior transactions of which they are not fully aware, and which transactional analysis considers to form a central element of social life all over the world.[2]
  3. mental exercises designed to improve the functioning of mind and/or personality; see also brain teasers or puzzles.[3]

The first known use of 'mind game' is in 1963.[4] The first known use of 'head game' is in 1977.[5]

Conscious one-upmanship[edit]

Mind games in the sense of the struggle for prestige[6] appear in everyday life in the fields of office politics, sport, and relationships. Played most intensely perhaps by Type A personalities, office mind games are often hard to identify clearly, as strong management blurs with over-direction, healthy rivalry with manipulative head-games and sabotage.[7] The wary salesman will be consciously and unconsciously prepared to meet a variety of challenging mind games and put-downs in the course of their work.[8]

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The serious sportsman will also be prepared to meet a variety of gambits and head-games from their rivals, attempting meanwhile to tread the fine line between competitive psychology and paranoia.[9]

In intimate relationships, mind games can be used to undermine one partner's belief in the validity of their own perceptions.[10] Personal experience may be denied and driven from memory;[11] and such abusive mind games may extend to denial of the victim's reality, social undermining, and downplaying the importance of the other partner's concerns or perceptions.[12] Both sexes have equal opportunities for such verbal coercion,[13] which may be carried out unconsciously as a result of the need to maintain one's own self-deception.[14]

Unconscious games[edit]

Eric Berne described a psychological game as an organized series of ulterior transactions taking place on twin levels, social and psychological, and resulting in a dramatic outcome when the two levels finally came to coincide.[15] He described the opening of a typical game like flirtation as follows: 'Cowboy: 'Come and see the barn'. Visitor: 'I've loved barns ever since I was a little girl'.[16] At the social level a conversation about barns, at the psychological level one about sex play, the outcome of the game – which may be comic or tragic, heavy or light – will become apparent when a switch takes place and the ulterior motives of each become clear.

Between thirty and forty such games (as well as variations of each) were described and tabulated in Berne's best seller on the subject.[17] According to one transactional analyst, 'Games are so predominant and deep-rooted in society that they tend to become institutionalized, that is, played according to rules that everybody knows about and more or less agrees to. The game of Alcoholic, a five-handed game, illustrates this..so popular that social institutions have developed to bring the various players together'[18] such as Alcoholics Anonymous and Al-anon.

Psychological games vary widely in degrees of consequence, ranging from first-degree games where losing involves embarrassment or frustration, to third-degree games where consequences are life threatening.[19] Berne recognised however that 'since by definition games are based on ulterior transactions, they must all have some element of exploitation',[20] and the therapeutic ideal he offered was to stop playing games altogether.[21]

Mental exercises[edit]

Mind games for self-improvement fall into two main categories. There are mental exercises and puzzles to maintain or improve the actual working of the brain.[22]

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There is also the category of the self-empowering mind game, as in psychodrama, or mental and fantasy workshops[23] – elements which might be seen as an ultimate outgrowth of yoga as a set of mental (and physical) disciplines.[24]

See also[edit]

References[edit]

  1. ^Gita Mammen, After Abuse (2006) p. 29
  2. ^Eric Berne, Games People Play (1966) p. 45
  3. ^'mind game'. The Free Dictionary. Retrieved 2012-08-09.
  4. ^'Definition of MIND GAME'. www.merriam-webster.com. Retrieved 7 April 2018.
  5. ^'Definition of HEAD GAME'. www.merriam-webster.com. Retrieved 7 April 2018.
  6. ^Jacques Lacan, Ecrits: A Selection (London 1997) p. 68
  7. ^A-M Quigg, Bullying in the Arts (2011) p. 201
  8. ^David P. Snyder, How to Mind-Read your Customers (2001) p. 59
  9. ^A. P. Sands, The Psychology of Gamesmanship (2010) p. 2
  10. ^Kathleen J, Ferraro, Neither Angels nor Demons (2006) p. 82
  11. ^R. D. Laing, The Politics of Experience (Penguin 1984) p. 31
  12. ^Laurie Maguire, Where there's a Will there's a Way (London 2007) p. 76
  13. ^Kate Fillion, Lip Service (London 1997) p. 244
  14. ^R. D. Laing, Self and Others (Penguin 1969) p. 143
  15. ^John McCleod, An Introduction to Counselling (2009) p. 255–6
  16. ^Berne, p. 32
  17. ^Berne, p. 64-147
  18. ^John Dusay, 'Transactional Analysis', in Eric Berne, A Layman's Guide to Psychiatry and Psychoanalysis (Penguin 1976) p. 309-10
  19. ^'Rapo: A Sexual Game | from Games People Play by Dr. Eric Berne MD'. ericberne.com.
  20. ^Berne, Games p. 143
  21. ^Eric Berne, Sex in Human Loving (1970) p. 223
  22. ^P &P Battaglia, So You Think You're Smart (1988) p. xi
  23. ^Stanley Cohen/Laurie Taylor, Escape Attempts (1992) p. 121
  24. ^Sophy Hoare, Yoga (London 1980) p. 9 and p. 4

External links[edit]

  • Sarah Strudwick (Nov 16, 2010) Dark Souls – Mind Games, Manipulation and Gaslighting
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Mind_games&oldid=932831485'
The Game
A player announces her loss of The Game at San Diego Comic-Con International in July 2008.
Years activeUnknown (see origin)
Playing timeIndefinite (ongoing)
Random chancePartially
Skill(s) requiredThought suppression, strategy[specify]

The Game is a mental game where the objective is to avoid thinking about The Game itself. Thinking about The Game constitutes a loss, which must be announced each time it occurs. It is impossible to win most versions of The Game. Depending on the variation of The Game, the whole world, or all those aware of the game, are playing it all the time. Tactics have been developed to increase the number of people aware of The Game and thereby increase the number of losses.

Gameplay

There are three commonly reported rules to The Game:[1][2][3][4]

  1. Everyone in the world is playing The Game. (This is alternatively expressed as, 'Everybody in the world who knows about The Game is playing The Game' or 'You are always playing The Game.') A person cannot refuse to play The Game; it does not require consent to play and one can never stop playing.
  2. Whenever one thinks about The Game, one loses.
  3. Losses must be announced. This can be verbally, with a phrase such as 'I just lost The Game', or in any other way: for example, via Facebook. Some people may have ways to remind others of The Game.

The definition of 'thinking about The Game' is not always clear. If one discusses The Game without realizing that they have lost, this may or may not constitute a loss. If someone says 'What is The Game?' before understanding the rules, whether they have lost is up for interpretation. According to some interpretations, one does not lose when someone else announces their loss, although the second rule implies that one loses regardless of what made them think about The Game. After a player has announced a loss, or after one thinks of The Game, some variants allow for a grace period between three seconds to thirty minutes to forget about the game, during which the player cannot lose the game again.[5][6]

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The common rules do not define a point at which The Game ends. However, some players state that The Game ends when the Prime Minister of the United Kingdom announces on television that 'The Game is up.'[3]

Strategies

Strategies focus on making others lose The Game. Common methods include saying 'The Game' out loud or writing about The Game on a hidden note, in graffiti in public places, or on banknotes.[2][7]

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Associations may be made with The Game, especially over time, so that one thing inadvertently causes one to lose. Some players enjoy thinking of elaborate pranks that will cause others to lose the game.[8]

Other strategies involve merchandise: T-shirts, buttons, mugs, posters, and bumper stickers have been created to advertise The Game. The Game is also spread via social media websites such as Facebook and Twitter.[8]

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Origin

A woman holds up a sign reading 'You Lose The Game'.

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The origins of The Game are uncertain. In a 2008 news article, Justine Wettschreck says The Game has probably been around since the early 1990s, and may have originated in Australia or England.[9] One theory is that it was invented in London in 1996 when two British engineers, Dennis Begley and Gavin McDowall, missed their last train and had to spend the night on the platform; they attempted to avoid thinking about their situation and whoever thought about it first lost.[6][7] Another theory also traces The Game to London in 1996, when it was created by Jamie Miller 'to annoy people'.[5] Journalist Mic Wright of The Next Web recalled playing The Game at school in the late 1990s.[10]

However, The Game may have been created in 1977 by members of the Cambridge University Science Fiction Society when attempting to create a game that did not fit in with game theory. A blog post by Paul Taylor in August 2002 described The Game; Taylor claimed to have 'found out about [the game] online about 6 months ago'.[11] This is the earliest known reference on the internet.[5]

The Game is most commonly spread through the internet, such as via Facebook or Twitter, or by word of mouth.[8]

Psychology

The Game is an example of ironic processing (also known as the 'White Bear Principle'), in which attempts to suppress or avoid certain thoughts make those thoughts more common or persistent than they would be at random.[6] There are early examples of ironic processing: in 1840, Leo Tolstoy played the 'white bear game' with his brother, where he would 'stand in a corner and not think of the white bear'.[12]Fyodor Dostoyevsky mentioned the same game in 1863 in the essay Winter Notes on Summer Impressions.[13]

Reception

The Game has been described as challenging and fun to play, and as pointless, childish, and infuriating.[5][6] In some Internet forums, such as Something Awful and GameSpy, and several schools, The Game has been banned.[2][7]

The 2009 Time 100 poll was most likely manipulated by the hacktivist group Anonymous, so that the top 21 people's names formed an acrostic for 'marblecake also the game', referencing The Game.[14][15]

See also

References

  1. ^Boyle, Andy (19 March 2007). 'Mind game enlivens students across U.S.'The Daily Nebraskan. Retrieved 18 May 2008.
  2. ^ abcRooseboom, Sanne (15 December 2008). 'Nederland gaat nu ook verliezen'. De Pers. Archived from the original on 15 December 2008.
  3. ^ ab'Three rules of The Game'. Metro. 3 December 2008. Retrieved 20 May 2017.
  4. ^'Don't think about the game'. Rutland Herald. 3 October 2007.
  5. ^ abcdMontgomery, Shannon (17 January 2008). 'Teens around the world are playing 'the game''. The Canadian Press.
  6. ^ abcdKaniewski, Katie (1 March 2009). 'You just lost the Game'. Los Angeles Loyolan. Retrieved 27 March 2009.
  7. ^ abc'If you read this you've lost The Game'. Metro. 3 December 2008. Retrieved 6 July 2014.
  8. ^ abcFussell, James (21 July 2009). ''The Game' is a fad that will get you every time'. The Kansas City Star. Archived from the original on 24 July 2009.
  9. ^Wettschreck, Justine (31 May 2008). 'Playing 'The Game' with the other kids'. Daily Globe. Retrieved 11 November 2014.
  10. ^Wright, Mic (13 April 2015). 'You just lost The Game: the enduring hold of the pre-Web world's Rickroll'. The Next Web. Retrieved 16 February 2016.
  11. ^'The Game (I lost!)'. 10 August 2002. Archived from the original on 14 June 2008.
  12. ^Tolstoy, Leo (2008). Leo Tolstoy, His Life and Work. p. 52. ISBN1408676974. Archived from the original on 6 July 2014.
  13. ^Dostoyevsky, Fyodor (1863). Winter Notes on Summer Impressions. Vremya. p. 49.
  14. ^Schonfeld, Erick (27 April 2009). 'Time Magazine Throws Up Its Hands As It Gets Pwned By 4Chan'. TechCrunch. Retrieved 2 November 2014.
  15. ^'Marble Cake and moot'. ABC News. 30 April 2009. Archived from the original on 11 January 2012. Retrieved 2 November 2014.

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External links

Game

Distance Game

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  • Media related to The Game (mind game) at Wikimedia Commons
  • Wikinews interviews manager of site 'Lose The Game' at Wikinews
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