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Games People Play_ The Psychology of Human Relationships - Eric Berne [76]

By Root 500 0

Paradigm, transaction, 49, 62, 155–7

Paranoia, 73, 78, 84, 126

Parent, 23, 33, 39, 41, 42, 88, 98, 102, 104, 105, 125, 127, 142, 151, 153, 154, 159, 160; direct and indirect form, 25; ego state, 23; functions, 26–7

Party games, 96–107

Pastimes, 18, 38–43, 122, 151; classification of, 38–9; confirmation of role, 41; definition of, 16, 38; existential advantage, 42; functions of, 40; as social-selection process, 41–3

Payoff, 12, 44, 48, 55

Persona, 41

Play, characteristics of, 17; use of, word, 45

Players, 153–4

Position, confirmation of, 51; stabilization of, 42

Prigs, games played by, 154

Prisoners, 120–21

Procedures, contaminated, 33; definition, 33; effectiveness, 33; efficient, 33; programming, 33

Programming, 16–18, 33; transactions, 33


Rats, experiments with, 15

Reality, static and dynamic, 33

Recognition-hunger, 14, 15, 17

Reticular activating system, 13

Ritualistic interchanges, 16

Rituals, 49, 108; definition, 34; greetings, 34–6; informal and formal, 34–5; stroke, 35–6

Roles, in games, 49; confirmation of, 42; ego states and, 49, 61; female and male, 12


Sadism, 109

San Francisco Social Psychiatry Seminars, 19, 58, 160

Schizophrenia, 82, 153

Selection of social companions, 40–42, 52

Sensory deprivation, 13

Sexual games, 80, 108–15

Significance of games, 151–2

Social action, 46

Social contact, 46; advantages of, 18

Social deprivation, 13

Social dynamics, 46, 53

Social intercourse, 13–15; theory of, 13; transaction unit of, 15, 38

Social programming, 16–17

Social psychiatry, 47

Social psychology, 47

Social-selection process, 40–42, 52

Sociology, 47

Solitary confinement, 13

Spontaneity, 160, 162

Squares, games played by, 153–4

Stimulus-hunger, 13–14, 15, 17

Stroking, 49; definition, 14–15; effects of, 14; procurement of, 18; rituals, 35–6

Structural analysis of games, 23–7; diagram, 24–5; terminology, 26

Structure-hunger, 15, 17

Sulks, games played by, 153, 159, 161

Surgery addicts, 97–8


Tension, relief of, 18

Thesis of games, 48, 61

Time-structuring, 15–19; options for, 18

‘Togetherness,’ 163

Transactions, advantages gained from, 18; analysis, 28–32, 47; angular, 31–2, 45; classification of, 28–32; complementary, 28; crossed, 29; as defensive operations, 18; definition, 15, 28; duplex, 32, 45; paradigm, 49, 62, 155–7; procedures and rituals, 33–7; programming, 33; relationship diagram, 31; response, 28; satisfactions from, 18; stimulus, ulterior, 31–2, 91, 143; unit of social intercourse, 15, 38

* In underworld slang ‘patsy’ once meant all right, or satisfactory, and later came to denote a ‘pigeon’.

* The examples given for this and the next game (YD YB) follow those given previously by the author in Transactional Analysis.

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