Human life and its activities are unique processes with many features. A person is born already having certain predispositions, inclinations, abilities. But in order for his interaction with the outside world and society to be more effective and productive, a person needs to “improve”, “pump” himself and his personality. And the process of this improvement begins already from the earliest years, but never ends, one might say, never, because, as they say, there is no limit to perfection. In order to form, consolidate and improve the qualities of a personality, a huge number of various methods and practices are used today. But we will talk about, perhaps, the most popular and effective of them - socio-psychological games.

In this page we will understand what psychological games are in general, what are their features and what they are for. We all have heard more than once that there are games for children, for teenagers, for schoolchildren, for students, small, large, role-playing, business. They can be aimed at the development of any qualities, at the formation of communication skills, at unity, etc. Games are held in kindergartens, schools, recreation camps - these are children's games. Games are also held in higher educational institutions, enterprises and large firms, but these are already games for adults, which are often included in the program of any trainings and seminars. There are even computer psychological games - they are very popular in our time, when almost every person has a home computer or laptop. So what is the reason that games have become an integral part of human life and are present in almost every area of ​​it? And what games can and should be used for yourself? We present the answers to these and many other questions to your precious attention.

What is a game?

A game is a kind of activity, the motive of which is not the result, but the process itself, where the re-creation and assimilation of any experience takes place. Also, the game is the main activity of children, through which mental properties, intellectual operations and attitude to the surrounding reality are formed, changed and consolidated. The term "game" is also used to refer to programs or sets of items for the implementation of gaming activities.

The study of human psychology and the psychological realities of his life becomes more interesting and effective when carried out through activities that are of interest to the researcher himself. And such activity, of course, is the game. Experience has shown more than once that socio-psychological games help people to perceive the reality of the psychological aspect of their life very seriously and deeply.

The functions of the gaming activity are as follows:

  • Entertaining - entertains, cheers up;
  • Communicative - promotes communication;
  • Self-actualization - gives a person the opportunity to express themselves;
  • Game therapy - helps to overcome various difficulties that arise in life;
  • Diagnostic - allows you to identify deviations in development and behavior;
  • Corrective - allows you to make changes in the structure of the personality;
  • Socialization - makes it possible to include a person in the system of social relations and contributes to the assimilation of social norms.

The main types of psychological games and their features

Games can be business, positional, innovative, organizational-educational, educational, organizational-thinking, organizational-activity and others. But still, there are several main types of psychological games.

Game shells. In this type of games, the game plot itself is the general background against which developmental, corrective and psychological tasks are solved. Such activities contribute to the development of basic mental properties and processes of the individual, as well as the development of reflection and self-reflection.

Living games. In games-accommodation, there is an individual and joint development of the game space with a group of people, the construction of interpersonal relationships within it and the comprehension of personal values. This type of games develops the motivational aspect of a person's personality, the system of his life values, personal criticality; allows you to build your own activities and relationships with others; expands ideas about human feelings and experiences.

Drama games. Drama games contribute to the self-determination of their participants in certain situations and the improvement of the value-semantic choice. The motivational sphere, the system of life values, the readiness to make elections, the ability to set goals, the skill of planning are developing. The features of reflection and self-reflection are formed.

Design games. Project games have an impact on the development and comprehension by a person of instrumental tasks that are associated with the construction of activities, the achievement of specific results and the systematization of a system of business relationships with others. There is a development of skills in setting goals, planning and the ability to adapt actions to specific conditions. Self-regulation skills are formed, personal criticality and the ability to correlate their actions with the actions of other people develop.

The types of psychological games presented above can be used both as independent ones and used in conjunction with others. The descriptions we have given are the most general and give only a superficial idea of ​​psychological games.

Now we move on to the most interesting block - the games themselves. Next, we will consider some of the most popular and effective games, and their benefits in the development and life of a person.

The most popular and effective games and their benefits

Karpman-Bern triangle

The Karpman-Bern triangle is, to be precise, not even quite a game. More precisely the game, but unconscious. A game that people play without having the slightest idea that they have become participants in it. But, due to the fact that this phenomenon exists, it is necessary to mention it.

This triangle is a simplified model of psychological manipulation that takes place in almost all areas of human life: family, friendship, love, work, business, etc. This relationship of roles that arise in the process of human relations was described by the American psychotherapist Stephen Karpman, who continues the ideas of his teacher, the American psychologist Eric Berne. This relationship, provided that it develops according to the “scheme” of this triangle, is destructive in itself and affects the people participating in this triangle exclusively negatively.

Because it is a triangle, it has three sides: a person who acts as a victim (“Victim”), a person who exerts pressure (“Aggressor”) and a person who intervenes in the situation and wants to help (“Savior”).

Usually it turns out like this: a problem or a difficult life situation arises between two people. Thus, the "Aggressor" and "Victim" appear. The "victim", looking for a solution to the problem, turns to a third party - a person who becomes the "Savior". The “Savior”, by virtue of his kindness, knowledge, or any other reasons, decides to help and advises something. The "victim" follows the advice and behaves according to the advice of the "Saviour". As a result, the advice only leads to a worsening of the situation, and the “Savior” is already extreme - he becomes the “Victim”, the “Victim” - the “Aggressor”, etc. From time to time, each of us plays the role of one of the sides of the Karpman-Bern triangle. The triangle itself often becomes the cause of great quarrels, troubles, troubles, etc.

So that you can get to know the Karpman-Bern triangle in detail, find out its features and see illustrative examples that correlate with our daily life, you can on Wikipedia.

Now we go directly to games that have a very serious psychological aspect. These games are deliberately organized by people both with the aim of winning / winning, and with the aim of exerting a certain influence on the personality of a person. Organization and participation in these games give a person the opportunity to delve deeper into the essence of his relationship with himself and the people around him. The first game that we should consider as a psychological one is the Mafia game.

"Mafia"

Mafia is a word-based role-playing game created in 1986 by Dmitry Davydov, a student at Moscow State University. It is recommended to play it for people over 13 years old. The optimal number of players: from 8 to 16. In the process, the struggle of a smaller organized group with a larger unorganized one is modeled. According to the story, the inhabitants of the city, tired of the activities of the mafia, decide to imprison all representatives of the criminal world. In response to this, the bandits declare war on the townspeople.

At the beginning, the host distributes one card to the participants, which determines their belonging to the mafia or the townspeople. The game is played day and night. At night, the mafia is active, during the day - the townspeople. In the process of alternating the time of day, the mafiosi and the inhabitants of the city each conduct their own activities, during which there are fewer and fewer players in each team. Information about events guides all further actions of the participants. The game is considered over when one of the teams completely wins, i.e. when either all the townspeople are “killed”, or all the bandits are “planted”. If there are very few players, then the game turns out to be too short, but if there are more players than necessary, there is turmoil and confusion, and the game loses its meaning.

The Mafia game is primarily based on communication: discussions, disputes, establishing contacts, etc., which brings it as close as possible to real life. After all, the game uses and manifests all the features and properties of the human personality. The psychological aspect of the game is such that in order to successfully interact with others, a person must try to apply and develop his acting abilities, the gift of persuasion, leadership, deduction. "Mafia" perfectly develops analytical thinking, intuition, logic, memory, intelligence, theatricality, social influence, teamwork and many other important qualities in life. The main psychologism of this game is which team will win after all. After all, one team is mafiosi who know each other, but in no case are they determined to play at a loss for themselves and, moreover, have the opportunity to eliminate the townspeople. And the second team is civilians, unfamiliar with each other, who can act most effectively only by interacting with the mafia. "Mafia" is fraught with great potential and brings great pleasure in intellectual and aesthetic terms.

Details of the game "Mafia", its rules, strategic and tactical features and many other detailed and interesting information related to it, you will find on Wikipedia.

"Poker"

"Poker" is a world famous card game. Its goal is to win bets by collecting the most profitable combination of four or five cards for this, or by making all participants stop participating. All cards in the game are either completely or partially covered. Features of the rules may be different - it depends on the type of poker. But for all types, the presence of trade and game combinations is common.

To play poker, decks of 32, 36 or 54 cards are used. The optimal number of players: from 2 to 10 at one table. The highest card is an ace, then a king, a queen, and so on. Sometimes the lowest card can be an ace - depending on the card combination. Different types of poker consist of a different number of streets - rounds of betting. Each street starts with a new hand. Once the cards have been dealt, any player may bet or leave the game. The winner is the one whose combination of five cards will be the best, or the one who can force out other players and remain alone until the moment when the cards are revealed.

The psychological aspect of poker is very important. plays an important role in the tactics and strategy of the game. The moves made by the players are based, to a large extent, on their skills, habits and perceptions. Thus, the styles of the players are based on a certain psychological basis and are a reflection of the desires and fears of people, the understanding of which gives some players an advantage over others. Also, the style of the player is an excellent display of his character traits. After all, any personal characteristic, as you know, affects the behavior of a person and, consequently, his behavior in the game and the decisions that he makes in certain conditions of the game. Of course, poker is a gambling game that is played for money. And without having gaming skills, a person runs the risk of being in an unenviable situation. But if you play poker without stakes for the sake of training, for example, with friends, then it will be a great way to develop and hone qualities such as intuition, logical thinking, the ability to “read” people and disguise your intentions, psychological stability, endurance, cunning, attentiveness , memory and many others. It should be noted that playing poker, among other things, develops self-control, tactical and strategic thinking, as well as the ability to recognize the motives of other people. And these qualities so often turn out to be necessary for us in our daily life.

Details of the game "Poker", rules, strategies and other interesting details can be found on Wikipedia.

"Dixit"

Dixit is an associative board game. Consists of 84 illustrated cards. It can be played by 3 to 6 people. At the beginning, each player receives 6 cards. Everyone takes turns. One of the participants in the game is declared the Storyteller. He takes one card and puts it in front of him so that the picture is not visible. Then he must describe it with a word, phrase, sound, facial expression or gesture that he associates with the picture. Others do not see the card, but among their cards they look for the most suitable one for the Storyteller's description, and they also put it face down on the table. After that, all these cards are shuffled and laid out in a row, and the players, using tokens with numbers, must guess the card that the Storyteller originally described. Next, the players reveal all the cards, count the points. The player who guessed the card moves his chip forward. When all the cards run out, the game will be over. The one with the most points wins.

The game "Dixit" has a number of features, one of which is that associations should not be too simple, not too complex, because. then the card will be very easy or very difficult to guess. The game itself is an excellent tool for the development of analytical and associative thinking, intuition, fantasy, intelligence and other qualities. During the game, participants learn to feel other people, understand them without words and explain them in the same way. We can say that, among other things, the skills of effective non-verbal communication are formed. The game is very interesting and always takes place in a positive friendly atmosphere.

You can learn more about the Dixit game and some of its features on Wikipedia.

"Imaginarium"

"Imaginarium" is an analogue of the game "Dixit". It also needs to select associations for pictures of different semantic load. The rules of the game are the same as in Dixit: one player (the Storyteller) chooses a card and describes it using associations. The rest of the players choose one of the most suitable card from among their own, and put it face down on the table. After all the cards are shuffled, and the player begins to guess them.

The game "Imaginarium" is in no way inferior to its prototype and has an exceptionally beneficial effect on the development of many qualities of the human personality, namely: it develops intelligence, analytical thinking, intuition, imagination, and fantasy. The game activates creative abilities, the ability to intuitively understand others, in every possible way helps to improve communication skills and increase the effectiveness of communication.

You can get acquainted with a more detailed description of the Imaginarium game on the Mosigra website.

"Activity"

"Activity" is a collective associative game in which you need to explain the words written on the cards. In total there are 440 cards in the game with six tasks on each. The standard set is designed for people from 12 years old. But there are options "For children" and "For kids". The minimum number of players is two. The maximum is practically unlimited. You can explain words with the help of facial expressions, drawings or synonymous words. To explain what is hidden, you have only one minute. Some tasks are individual and some are general. Players must move pieces around the game map. The team that reaches the finish line first wins. In the process, you can also choose more complex or easier tasks. For a more difficult task, more points are given.

The game "Activity" is perfect for relaxation and fun pastime and perfectly cheers up. "Activity" develops strategic thinking, ingenuity, imagination, teamwork, intuition, analytical skills. The game contributes to the disclosure of potential and gives each person the opportunity to express themselves from completely different sides. And the many tactical possibilities and behaviors further contribute to this. Both children and adults will get a lot of pleasure and positive emotions from this game.

"Monopoly"

Monopoly is one of the most famous educational board games in the world. Genre of the game: economic strategy. Minimum number of players: two. The essence of the game is to achieve economic stability for yourself and bankruptcy for other players, using start-up capital. The initial amount for each player is the same. Players take turns making moves on the playing field by throwing a die. The one who earns the most money wins. The game ends when someone is completely broke or when the ATM stops dispensing banknotes and luck cards.

The game "Monopoly" for many years will retain its popularity among a huge number of people. Firstly, it perfectly cheers up and gives a lot of positive emotions. Secondly, the game forms a culture of communication, thanks to the close interaction of participants with each other. Thirdly, during the game, the makings of entrepreneurship and financial literacy develop, mathematical knowledge, logical and strategic thinking, and a sense of tactics are improved. It is also important that the Monopoly game trains memory, develops attention, and also reveals leadership inclinations, independence, responsibility and the desire of a person to be the master of his life. In addition to this, such qualities as the ability to wait, patience, perseverance, calmness are developed.

You can find out more information about the Monopoly game on Wikipedia.

Other games

The games we briefly mentioned are by no means the only ones of their kind, but they can safely be called worthy examples of some of the very best psychological games. The direction and form of psychological games can be completely different. The main thing is to find the most interesting game for yourself and just start playing it. Better yet, try all the games. This, at the same time, will have a positive impact on many of your personal characteristics, and will help you decide which type of game suits you personally.

As an addition, there are a few more games that you can master. This is a wonderful game "Telepathy", the main focus of which is self-knowledge, awareness of oneself and the development of one's hidden abilities. To develop the ability to listen and mindfulness, there is a wonderful game called "Lost Narrator". By the way, it also affects interpersonal relationships. A good game of trust and mutual understanding is “Coin”. There is also a close interaction of participants in it, which allows them to study in depth the psychological characteristics of each other. The category of such games can also include the games "Homeostat", "Docking", "Line", "Choice" and others. You can easily find information about these and many other interesting psychological games on the Internet. By the way, about the Internet: today a large number of very interesting computer and online games have been developed that have a pronounced psychological focus. You can find such games in computer stores or download them from the Internet. Good games installed on your home computer will always contribute to a more relaxed and friendly atmosphere in your home. You can always take a break from everyday affairs by playing, for example, online monopoly. And it will be interesting and fun for your children to watch how you play and participate in the process themselves. Naturally, there are educational online games for children, which are a pleasure to play. Look on the Internet for something suitable, and you will definitely find a worthwhile option for yourself and your loved ones.

Games as a way of effective psychological influence, as mentioned earlier, have found application in various fields of human activity. A person begins to play from a very young age - at home with his parents, in kindergarten with other children. Then we are faced with different games in the junior and senior grades of school, institute, university. In adulthood, we are also surrounded by games, but these are already games for adults. With the help of such games, people striving for success and self-improvement develop their strengths and work on their weaknesses. And this actually makes them stronger and more developed personalities, increases their efficiency and effectiveness, makes interaction with the outside world and themselves deeper and more harmonious.

Do not neglect this way of self-development and you. Play games, change them, invent your own. Take games to your “armament” and make them a part of your life. So you can always be in the process of development. And the process of personal growth will never bore you and will continue to be interesting and exciting.

We wish you success on the path of self-improvement and study of human psychology!

What to do in the company? For those who still think about their spiritual and physical health, and want to spend time with benefit and fun, without feeling drunk in the morning, there is a great way out - games. But not card games, and not dominoes. Today we will talk about popular, useful and insanely addictive psychological games for students. They are designed both for a company of ten people and for a small group of five to six people.

During the game, you not only discover more and more new qualities in your friends - classmates, but also learn a lot about yourself that you didn’t even suspect before!

What are the games? Absolutely different. On intuition, logic as a card game "Mafia". On non-verbal intelligence as . On the development of entrepreneurial qualities as a business game "Book Factory". Let's start with the most unpredictable games - the imagination. With the help of them, you will learn about the very depths of your own and someone else's subconscious.

The Dixit Imagination Game

The rules of the game are simple, but you will need some equipment - special cards. In general, there is a real game, it is called Dixit (Dixit), but not everyone can afford to buy it. Therefore, you can create some of its elements yourself. The bottom line is this: players are dealt six cards. They depict various pictures - almost surreal. For example - a lopsided anchor in the middle of the desert. What associations come to mind? They need to be formulated in one phrase - and voice it to the rest. Players choose a suitable card from their set according to the description and lay it out on the table. The secret is that the description should be multifaceted, and the one whose card was not guessed right away wins. But, the important element is that if no one was able to identify your card at all, you lose points. Due to this balance, Dixit has become wildly popular among psychological games for students. By the way, the cards themselves, or rather pictures, can be found and printed from the Internet at home.

The next type of games is on sensations and feelings. We often complain that online communication and e-mail have deprived us of personal communication. And now, now there is a chance to find out if you have lost the ability to convey feelings and sensations without using animated emoticons.

Game for sensations and feelings "Relay race of feelings"

For example, for a game called "Relay Race of Feelings", you will also need preparation - cards. But, here everything is already simpler and without anchors. In total, it will be necessary to write on 6-10 cards (depending on the number of participants) the name of the feelings. For example: "distrust", "adoration", "charity", "love", etc. Players sit in a circle and close their eyes, and the one that sits on the edge pulls out the first card. He conveys the feeling written on the dropped card to the neighbor. But, of course, he does this not with words, but with various movements, for example: stroking, or vice versa, moving away, patting, and so on. The player must guess what kind of feeling is being conveyed to him and, having comprehended and identified it, passes it on to the next one. And so in a circle. When the last participant gets a “feeling”, everyone opens their eyes and voices their feelings in reverse order. And here we can already discuss the cause of the distortions that have arisen.

Trust game "Blind"

The next game for students is for trust, called "Blind". Can you trust your friends? Now let's check it out. One leader is chosen and one, so to speak, victim, namely, the blind man. Excitement and extreme will be added if you play this game somewhere in a public place - in a park or just in nature. The blind is blindfolded, because he should not see anything, and the leader chooses a guide from the team. The task of the guide is to lead the Blind by the hand. To warn, loudly and clearly, where to step over puddles, bypass pits and ditches, is his direct duty. The most important thing in this game is the feeling of complete trust between the players. Any kind of cruel jokes, mockery, interruptions and teasing are unacceptable - do not forget that a person does not see anything, and can suffer greatly if he stumbles, for example, on a tree or a lamppost. The task of the Blind at this time is not only to listen carefully to the guide, but also to surrender to his feelings - to tune in to a clear perception of his own senses. Only when we are blindfolded do we really begin to feel the tickle of the breeze on our cheeks and the crunch of branches under our feet. The psychological task of this game is, firstly, to turn a person to his sensual consciousness, and secondly, to show an example of responsibility for another person.

Game for students "Gift"

So, if you already trust your friend, how about learning more about him? To do this, there is a game for students "Gift". From the whole company, one player is selected, who, for example, has a birthday soon, or Angel Day, it doesn’t matter. The important thing is that you need to give him a gift. But not a simple banal figurine, but something that you would associate with this person. In turn, everyone offers their options, explaining the choice. And the "birthday boy" is closely watching who would give him a truly sincere gift, and who knows him better than others. General options such as “photo frame because he has a camera” or “pen because he is a student” should be avoided - points are deducted for such answers. And you can come up with a scale for accruing them yourself, depending on the theme of the party or just according to your mood. For inspiration, points can be awarded in bananas, staplers, or ice cubes. All that is enough for imagination.

The goal of this game is to rally the team, if only simply by the fact that all these people, even if there are fifteen of them, but even five, know something about one person, and not just his name or surname, but hobbies, hobbies. Well, if they don’t know, then you need to draw the appropriate conclusions and pay more attention to personal communication.

Creative game "Interesting poems"

And finally, the most creative of all the games "Interesting Poems". The essence of the game is very simple - the first player aloud composes any poetic line. Size is not important, but rhyme and meaning are the main condition. The topic can be absolutely anything. Though "We walked with my brother on the moon." The second player quickly, he is given about thirty seconds to think, comes up with a continuation - it must be in rhyme and the stanza should also fit in meaning. And off we go. Of course, at first you will get completely absurd poems, but then - perhaps the whole company will compose a great work! The main thing is speed. Because only then, as with a blitz survey, will you cook exactly what you mean, without guile. In addition to usefulness, this game is incredibly fun, and it has only one minus - from laughter, then your cheeks hurt very much.

So, as you can see, it is possible to spend a fun evening with student friends without drunken gatherings, which only harm health with the help of interesting psychological games for students. There are plenty of ways to diversify bored parties with cards and TV. In one evening, you can discover so many new things about classmates that it will become much more pleasant and interesting to communicate with them, you will begin to understand them better, and the percentage of conflict situations will come down to a minimum. After all, there is nothing more important than a healthy atmosphere in your social circle and within yourself!

Our whole life is a unique process that has a huge number of different features. From the moment of birth, a person already has specific predispositions and inclinations. However, in order for him to be able to effectively interact with society and with the people around him, he needs to regularly "pump" his personality.

The pumping process begins from a young age and does not end until the end of life, because there is no limit to perfection. In the modern world, there are a huge number of methods and practices for the formation and improvement of personal qualities. Today we will talk about the most effective of them - socio-psychological games.

Psychological games

In general, the scheme of psychological features of the game can be described as follows:

1. A person has a certain desire.

2. His superconsciousness forbids the realization of desire.

3. The subconscious is looking for an excuse, a kind of psychological coupons, there is a payoff from the superconscious, and with it the satisfaction of desire.

At the external level, such a game is a predetermined sequence of actions aimed at achieving a win. It is important to note that in this case, the psychological gain does not always have to be physical. It can be expressed in the illness, accident or even death of the player, because the essence of winning is to confirm the life position of the player.

Using this criterion, one can distinguish a psychological game from other forms of human behavior, including manipulation, the purpose of which is physical gain.

The term "psychological game" was coined by Eric Berne. At one time, his book "Games People Play" became a bestseller. She is still very popular. He considers psychological play as one of six forms of time-sharing: ritual, sincere relationship, activity, recreation, play, and pastime. At the same time, the psychologist distinguishes three types of games:

Socio - psychological games

a) games of the first degree, acceptable in society;

B) games of the second degree, which do not always bring serious problems, but whose players are most likely to hide it from prying eyes;

C) games of the third degree, which can be played only once, and which necessarily end in the courtroom, in intensive care or in the morgue.

It is rather difficult to combine all the elements in one action of the game, it is difficult to reveal its full potential. Thus, different types of play spaces appear, which focus on a certain aspect of the game and are guided by its specific possibilities.

In modern psychology, experts have divided all play spaces into five different types. In reality, they are often intertwined with each other, however, they are still separate types of activities that have their own laws of creation, management and development.

Types of psychological games

1. Game shells

This type of psychological game is the simplest and most common. Here, the game acts as a general background, a kind of frame for psychological action, which can be essentially not a game, but, as it happens in most cases, a training one.

Game shells are very common in elementary school and work quite effectively with younger teens. Today, psychologists are very actively exploiting game shells that are built on the principle of a New Year's performance for kids: a New Year's fairy tale cannot be without someone bad breaking, stealing or hiding something.

Positive heroes, sparing no effort, run to restore justice. In modern literature, various kinds of psychological games are also described, and in them, children also save someone, get somewhere. Game shells can be very different. These are patterns in a magical kaleidoscope, and traveling from station to station by train, and an international meeting of journalists with master classes, etc. The use of game shells in working with high school students helps a lot.

2. Game - living

With the help of this game, you can create conditions for the development of a certain imaginary space. This can happen both jointly and personally, individually. Within the framework of this space, interpersonal relationships are built, there is a comprehension of the value of one's existence in a given situation. It is more difficult to play such a game, both for the participants and the host.

It is difficult to manage such a game process, and it is difficult for participants to get involved in building relationships, to address very difficult questions to their inner self. Players can be of any age.

You can not evaluate such a game as successful or unsuccessful, it always happens in different ways. At the same time, any version of its occurrence is useful, because with its help it is possible to reveal hidden destructive processes, and a person can advance in understanding what is happening to him.

3. Game - drama

But in such games, not only the selection process is dramatic. After the participant decides for himself which path he chooses, he finds himself in a situation of living this path. In the course of the symbolic living of the path, all gains and losses come to the surface, as well as all the consequences of his choice.

Some of these games are not just about making choices and accepting the consequences, they also focus on the ability to build your life in accordance with the choice: set goals, develop relationships with people, organize work. In other words, the game-drama is oriented towards the fulfillment of an additional psychological task, which for the player sounds something like this: “Have you already made your choice, how are you going to build your life?”

The quintessence of such a game is the moment of making a choice, which must be skillfully led. The choice made will actually be deeply felt, if only the player has become fully emotionally involved in the game, which takes quite a lot of time. Gestalt living techniques, psychodramatic and meditative techniques have an excellent effect. This type of game is the most difficult.

Transformational psychological games

4. Project and business games

This is another kind of psychological work. Such games aim to master and comprehend the instrumental tasks that are associated with the work of this activity, achieve specific goals, and also structure the system of business interaction between players.

Such games can be organized as a seminar, or they can have a rather simple plot character. As a rule, business games do not have a storyline, as well as a given emotional background of interaction. Players are either motivated to play right from the start, or motivation is created and maintained along the way.

Project games are somewhat different, whose function is to create design thinking in the players, as well as their ability to work with the problem that has arisen. Project games have a plot, or they are based on real material, timed to coincide with some kind of event.

The business game is a direction with a very high perspective. They help to learn how to establish cooperation, organize their work, and build collegiate relationships.

5. Psychological actions

This is not a game as such, it is a certain game environment created for a while. At the same time, it does not interfere with other activities at all, but it has rules, content, and the intended result. The main goal of such an "action" is to expand the living space of the players due to the appearance in their lives of sensual colors, new meanings and cultural values. Promotions may be insignificant in terms of time, the number of players, they can also be sudden and episodic.

The main features of such games are unusual and unobtrusive. They do not interfere with the usual rhythm of life of those people who do not want to notice it, but at the same time they add new colors to the lives of those who agree to be included in it. For the duration of their life, stocks create a peculiar mood, an emotional state.

Karpman triangle

It is also important to say a few words about the Karpman triangle, which was the successor to the ideas of Eric Berne. He also talks about the game, only subconscious, which describes the connection of the three main problems in relations between people.

According to this point of view, all the roles that underlie human games can be reduced to three main ones - Rescuer, Victim of persecution and Persecutor of the guilty. These roles have united in a triangle, which symbolizes their inseparable connection and the replacement of each other.

“The three roles in this game - the victim, the persecutor and the rescuer - are really a simplification of real life. Each person sees himself as a generous rescuer of an ungrateful or grateful victim, a persecutor of the infidels and a victim of evil persecutors. Being immersed in any of these roles encourages a person to ignore reality, much like an actor who knows he is living a fictional life but continues to 'believe' in its authenticity in order to create a good performance.

Codependents in the Karpman Triangle

It is important to clarify the terminology here. When a person is in the position of a victim, he understands that absolutely nothing depends on him, and that he cannot choose his behavior depending on the situation. “Well, what can I do? That's all of them!" In this interpretation, it becomes obvious that all the roles in the Karpman triangle are three types of victim positions.

If a friend complains about life to you, then everything is clear - she is in the position of a victim. The persecutor is also a kind of victim. But why? If you see someone who demands, bakes, shouts and calls names to the victim, and ask him why he does this, then the answer, as a rule, in this case you will receive something like this: “He calls himself names, what should I do?” ("He always lets us all down", "He's always late", "He doesn't cook porridge", etc.). When the Persecutor does not understand that it is possible to act differently, he takes the position of the victim.

Here it is very appropriate to recall the expression of Perls "dog on top and dog below." "Dog on top" implies a situation where a person swears loudly, yells, that is, he bites. “Dog from below” is a situation when a suffering victim bites people with her sadness, longing, she howls with such force that everyone gets very sick of it.

If you try to talk with the Rescuer about why and why he is doing this and whether it is worth doing it at all, then hatred may pour out on you: “A person is persecuted, offended, he feels bad, he suffers!” The Rescuer is also a hostage, he, being in the role of the Rescuer, turned into a victim.

Karpman relationship triangle

What is the essence of the game?

The victim begins to provoke the people around her for the sole purpose of looking for the persecutor. Such a scenario is possible. The persecutor looks for a person who is to blame for something, begins to accuse, punish, demand, that is, persecute the victim. Then the victim tries to prove that it is not her fault, that those around her are actually to blame, including the persecutor himself. She is looking for someone who will save her, showing the world her helplessness and suffering.

A rescuer appears, he wants to help the victim, save her from the pursuer, but since all the participants are only playing rescue, he does not succeed. For this, he receives accusations from the victim, after which the rescuer himself turns into a victim, and the victim into a persecutor.

How does this triangle work?

Karpman himself and many of his colleagues believe that such a triangle is formed initially due to certain internal benefits. “When the game is on and there is a relationship, this means that the situation is beneficial to all participants. Otherwise, everything would fall apart. When a person participates in something, it only says that he needs it. The ongoing communication within the framework of such a triangle is a fairly effective method of not taking responsibility for your decisions and actions, and moreover, to receive powerful emotions and the right not to solve your difficulties (after all, someone else is to blame for them).”

Perhaps it is. In any case, this is a well-functioning system for solving important issues of psychotherapy. However, other possibilities can be explored, since it is likely that such relationships will be based not only on internal benefits, but also on the ability to resist manipulation, a poorly learned life philosophy, or ordinary life habits.

So, the most important thing you should know about Karpman's triangle is that you shouldn't be there. Whatever role you are actively offered there, or whatever role you are personally attracted to, do not even think about being there. This triangle becomes a reality only for not very intelligent people who live only by feelings, do not have clear goals, do not know how to control themselves and constantly find themselves in the position of a victim.

The more reasonable a person is, the more responsibility he takes upon himself, deliberately goes towards the realization of his goals, the less often he finds himself in this madhouse.

Summing up, we can say that the main provision that determines the essence of all psychological games lies in the numerous experiences of the participant, in his vision of reality. The game, along with any other non-game activity, is motivated by goals that are important for a person and his attitude towards them. The motives of the game are the direct relation of a person to the world around him. The importance of certain aspects of it is experienced by the individual in the game on the basis of the attitude to their inner essence.

* Eric Byrne

American psychologist and psychiatrist. He is best known as a developer of transactional analysis and scenario analysis. Developing the ideas of psychoanalysis, the general theory and method of treatment of nervous and mental diseases, Berne focused on the "transactions" that underlie interpersonal relationships. Some types of transactions that have a hidden purpose, he calls games. Berne considers three ego states: Adult, Parent, and Child (which are not Freud's Self, Superego, and Id). Coming into contact with the environment, a person, according to Bern, is always in one of these states.

* Stephen Karpman

Doctor of Medicine of the University of California, psychiatrist, student of E. Bern, son of a student of Z. Freud, author of many developments in the theory of psychological games.

Stephen Karpman became famous thanks to his idea of ​​describing psychological games using the Rescuer-Victim-Pursuer triangle, later called by E. Berne "Karpman's triangle", and also known as the "Drama Triangle".

What to do in the company? For those who still think about their spiritual and physical health, and want to spend time with benefit and fun, without feeling drunk in the morning, there is a great way out - games. But not card games, and not dominoes. Today we will talk about popular, useful and insanely addictive psychological games for students. They are designed both for a company of ten people and for a small group of five to six people.

During the game, you not only discover more and more new qualities in your friends - classmates, but also learn a lot about yourself that you didn’t even suspect before!

What are the games? Absolutely different. On intuition, logic like. On non-verbal intelligence as . On the development of entrepreneurial qualities as ". Let's start with the most unpredictable games - the imagination. With the help of them, you will learn about the very depths of your own and someone else's subconscious.

The Dixit Imagination Game

The rules of the game are simple, but you will need some equipment - special cards. In general, there is a real game, it is called Dixit (Dixit), but not everyone can afford to buy it. Therefore, you can create some of its elements yourself. The bottom line is this: players are dealt six cards. They depict various pictures - almost surreal. For example - a lopsided anchor in the middle of the desert. What associations come to mind? They need to be formulated in one phrase - and voice it to the rest. Players choose a suitable card from their set according to the description and lay it out on the table. The secret is that the description should be multifaceted, and the one whose card was not guessed right away wins. But, the important element is that if no one was able to identify your card at all, you lose points. Due to this balance, Dixit has become wildly popular among psychological games for students. By the way, the cards themselves, or rather pictures, can be found and printed from the Internet at home.

The next type of games is on sensations and feelings. We often complain that online communication and e-mail have deprived us of personal communication. And now, now there is a chance to find out if you have lost the ability to convey feelings and sensations without using animated emoticons.

Game for sensations and feelings "Relay race of feelings"

For example, for a game called "Relay Race of Feelings", you will also need preparation - cards. But, here everything is already simpler and without anchors. In total, it will be necessary to write on 6-10 cards (depending on the number of participants) the name of the feelings. For example: "distrust", "adoration", "charity", "love", etc. Players sit in a circle and close their eyes, and the one that sits on the edge pulls out the first card. He conveys the feeling written on the dropped card to the neighbor. But, of course, he does this not with words, but with various movements, for example: stroking, or vice versa, moving away, patting, and so on. The player must guess what kind of feeling is being conveyed to him and, having comprehended and identified it, passes it on to the next one. And so in a circle. When the last participant gets a “feeling”, everyone opens their eyes and voices their feelings in reverse order. And here we can already discuss the cause of the distortions that have arisen.

Trust game "Blind"

The next game for students is for trust, called "Blind". Can you trust your friends? Now let's check it out. One leader is chosen and one, so to speak, victim, namely, a blind man. Excitement and extreme will be added if you play this game somewhere in a public place - in a park or just in nature. The blind is blindfolded, because he should not see anything, and the leader chooses a guide from the team. The task of the guide is to lead the Blind by the hand. To warn, loudly and clearly, where to step over puddles, bypass pits and ditches, is his direct duty. The most important thing in this game is the feeling of complete trust between the players. Any kind of cruel jokes, mockery, interruptions and teasing are unacceptable - do not forget that a person does not see anything, and can suffer greatly if he stumbles, for example, on a tree or a lamppost. The task of the Blind at this time is not only to listen carefully to the guide, but also to surrender to his feelings - to tune in to a clear perception of his own senses. Only when we are blindfolded do we really begin to feel the tickle of the breeze on our cheeks and the crunch of branches under our feet. The psychological task of this game is, firstly, to turn a person to his sensual consciousness, and secondly, to show an example of responsibility for another person.

Game for students "Gift"

So, if you already trust your friend, how about learning more about him? To do this, there is a game for students "Gift". From the whole company, one player is selected, who, for example, has a birthday soon, or Angel Day, it doesn’t matter. The important thing is that you need to give him a gift. But not a simple banal figurine, but something that you would associate with this person. In turn, everyone offers their options, explaining the choice. And the "birthday boy" is closely watching who would give him a truly sincere gift, and who knows him better than others. General options such as “photo frame because he has a camera” or “pen because he is a student” should be avoided - points are deducted for such answers. And you can come up with a scale for accruing them yourself, depending on the theme of the party or just according to your mood. For inspiration, points can be awarded in bananas, staplers, or ice cubes. All that is enough for imagination.

The goal of this game is to rally the team, if only simply by the fact that all these people, even if there are fifteen of them, but even five, know something about one person, and not just his name or surname, but hobbies, hobbies. Well, if they don’t know, then you need to draw the appropriate conclusions and pay more attention to personal communication.

Creative game "Interesting poems"

And finally, the most creative of all the games "Interesting Poems". The essence of the game is very simple - the first player aloud composes any poetic line. Size is not important, but rhyme and meaning are the main condition. The topic can be absolutely anything. Though "We walked with my brother on the moon." The second player quickly, he is given about thirty seconds to think, comes up with a continuation - it must be in rhyme and the stanza should also fit in meaning. And off we go. Of course, at first you will get completely absurd poems, but then - perhaps the whole company will compose a great work! The main thing is speed. Because only then, as with a blitz survey, will you cook exactly what you mean, without guile. In addition to usefulness, this game is incredibly fun, and it has only one minus - from laughter, then your cheeks hurt very much.

So, as you can see, it is possible to spend a fun evening with student friends without drunken gatherings, which only harm health with the help of interesting psychological games for students. There are plenty of ways to diversify bored parties with cards and TV. In one evening, you can discover so many new things about classmates that it will become much more pleasant and interesting to communicate with them, you will begin to understand them better, and the percentage of conflict situations will come down to a minimum. After all, there is nothing more important than a healthy atmosphere in your social circle and within yourself!

Coin

Number of players:several people

Additionally: coin

One of the participants behind his back puts a coin in one of the hands and puts his hands in front of the other participants. The rest must guess which hand the coin is in. To do this, they point to a hand and ask: "There is a coin in this hand." The one who hid the coin should say, “Yes, I have the coin in this hand,” no matter if they indicate correctly. After they decide which hand the coin is in, he shows which hand it was in. You can play on account.

If there are a lot of participants, you can divide into 3-oyki and take turns guessing. The one who guesses more often wins.

Gates

Number of players: from 4 people

The game begins with one person walking outside the room. The rest stand in a circle and think of two people in a circle standing nearby, who will be the gate for the one who has left. After that, as they thought, they invite him outside the door. He stands in a circle and, walking along it, looking into the eyes of the participants, must guess who his gate is. To do this, he can show the gap between the participants, and not a specific person. He can say anything, but the rest must be silent.

Depending on the number of participants, two people can go out and make their own gate for each. To some extent, this complicates the task.

Killer

Number of players: any

Additionally: coins

The game is intended for small companies. Everyone sits in a circle. The game begins with the assignment of roles (by lot). For drawing lots, you can use coins of the USSR in denominations of 2 and 10 kopecks (they are the same in size and different in color). Coins are taken according to the number of players. Among the coins, one must be of a different color. Whoever got such a coin is a murderer. The people sitting in a circle look at each other. At the same time, be sure to look into the eyes of everyone. The killer, in the order in which he considers it necessary (chooses a strategy), begins to "kill" (meeting the "victim" with his eyes, blinking at her). "Killed" loudly announces: "Killed!". One of the players who suspected the identity of the "murderer" says: "I suspect." But only two suspects at the same time can indicate the “murderer”. The "murderer" is considered solved if two suspects immediately point to him. At the same time, while there is a second suspect, the first one can be "killed".

Look into your eyes

Number of players: several couples

They play in pairs. It is necessary, when kissing (only on the lips, no more), to look into each other's eyes without tearing them away from the partner. The one who blinks is considered the loser. When you read it, it seems that this game is quite simple, but in fact, 60% of people will not be able to look into the eyes of a partner for a long time when kissing. Check it out!

Revive the sphinx

Number of players: any

Additionally: matches

Participants become (or sit down) facing each other. The task of the first is to keep the match on the eyelash as long as possible. The task of the second is to keep his hands on his knees (without making sudden movements and without shouting), with his speeches to confuse the "sphinx" so that he drops the match faster. Then the participants change places. From the frequent holding of the competition becomes only more interesting. While the "experienced sphinx" is holding a match, the "experienced troublemaker" will say such a thing !!!

Match

Number of players: any

Additionally:saucer, box of matches

It is recommended to carry out in the evening, when it is already dark. The lights go out, the participants sit in a circle next to each other, a saucer is placed in the center of the circle. Someone lights a match and passes it to a neighbor, that one to his neighbor, and so on. In general, in a circle. Whoever's match went out, anyone who wants to ask absolutely any question. The answer to it is obligatory, except for those cases when the question is absolutely compromising. As practice shows, after a couple of “warming up” questions, people are drawn in, and the questions are very interesting. A saucer is needed in order to put burnt matches there.

Associations

The one who drives, “guesses” the rest of one of the people present. After that, all players in a circle turn to the facilitator with questions like: “If it were a book (tree, flower, house, dog, weather, curtains ...), then what?” The facilitator answers, trying to objectively reflect the essence of this person and says, for example: “It would be fantasy about other planets.” Players try to guess which of them will fit this definition. The player who thought he guessed right can try to name the person. If he guessed it, then he himself becomes the leader, if not, the rest also try.

Meeting eyes

The game requires an even number of players. They sit in a circle, close their eyes and lower their heads down. At the command of the one who drives, each of the players must open their eyes, raise their head and meet someone's eyes (another option is to point at each other with a finger). The number of resulting pairs is calculated for each round. The goal of this game is to pair up everyone at once, in one try.

Homeostat

A homeostat is a device that is used to study group compatibility. We will use the game instead of the device for the same purposes. The players are asked to stand in a circle, stretch their hand forward, clenched into a fist, and, at the sign of the leader, throw out an arbitrary number of fingers. Task: without talking, without winking, and without using any other means of communication, ensure that all players throw out the same number of fingers. The attempts are repeated an arbitrary number of times.

By observing the players, the facilitator can identify the leaders that most players adjust to. Perhaps persistent “loners” who do not want to coordinate their actions with other players will show themselves, or individual groups that have successfully solved the problem within their group, but do not want to adapt to the rest.

Blind

Number of players: any.

Additionally: bandage.

Blindness is done by closing the eyes and putting a bandage over them. If the eyes are tired from the bandage, it can be removed for a while without opening the eyes.

Game objectives:

Relinquishing control. For a preoccupied person, it is normal to live only when you see and control everything. Relax, let the world just happen, let yourself relax and gently float down the river instead of fighting the current.

Acceptance of a new and difficult life situation. You have no vision now, but you have you and the people around you. Will you be able to live as easily and joyfully as usual?

Inclusion of all channels of perception. How great it is to begin to feel your hands touching the trees, your feet walking on the ground, to begin to hear many sounds around you and catch smells rushing from all sides. You will find that by trusting the world, you can often navigate it without sight, and that you can now discover many new and unexpected things in the people around you.

Enthusiastic Complier

Number of players: any

In this game, all players must express their admiration with a stream of endless compliments.

Game Goals:

Getting permissions. The person gets permission to be the center of attention, evaluate others and value their own approval.

The ability and habit to see in people beautiful, kind and smart. Our attention is often focused on us, but here it focuses on others - and on the best in them.

The development of speech creativity. You may like a lot of things in life, but do you know how to express your admiration in bright and colorful words?

One day of life

Number of players: from b-8 to 15-20

The exercise is carried out in a circle. Time - from 15 to 25 minutes. The main stages of the game are as follows:

1. The host determines, together with the rest of the players, which profession would be interesting to consider. For example, the group wanted to consider the profession of “photo model”.

2. General instruction: “Now we will jointly try to compose a story about a typical working day of our worker - a photo model. This will be a story only from nouns. For example, a story about a teacher's work day could be like this: call - breakfast - call - lesson - losers - question - answer - troika - teacher's room - director - scandal - lesson - excellent students - call - home - bed. In this game, we will see how well we imagine the work of a fashion model, and also find out if we are capable of collective creativity, because in the game there is a serious danger of some unfortunate stroke (inappropriately called "for fun", a stupid noun) to spoil the whole story .

An important condition: before naming a new noun, each player must repeat everything that was named before him. Then our story will be perceived as a holistic work. To better remember the named nouns, I advise you to carefully look at all the speakers, as if linking the word with a specific person.

3. The host can name the first word, and the other players take turns calling their nouns, be sure to repeat everything that was called before them. If there are few players (6-8 people), then you can go through two circles, when everyone has to name two nouns.

4. When summing up the results of the game, you can ask the participants whether the story turned out to be complete or not? did someone spoil the general story with their unfortunate noun? If the story turned out to be confused and chaotic, then you can ask one of the players to tell in their own words what the story was about, what happened there (and did it happen?).

Most most

Number of players: from 6-8 to 10-15

Instruction: “Now you will be offered some unusual characteristics of professions, and you will have to take turns naming those professions that, in your opinion, are most suitable for this characteristic. For example, the characteristic is the most money profession, - what professions are the most-most money?”.

The host calls the first characteristic, and the participants immediately take turns (in a circle) offer their options. If someone has doubts that the most-most (or close to the most-most) is named, then you can ask clarifying questions.

The facilitator writes out 3-5 of the most “voiced” options, after which a small discussion is organized and the selection of the “most-most” profession.

In order to make the exercise more interesting, the facilitator must select in advance the most unusual characteristics of professions that should intrigue the participants. These can be, for example, such characteristics: “the greenest profession”, “the sweetest profession”, “the hairiest profession”, “the most indecent profession”, “the most childish profession”, “the funniest profession”, etc.

Professions chain

Number of players: from 6-8 to 15-20

It is better to do the exercise in a circle. The duration is from 7-10 to 15 minutes. Instruction: “Now we will build a “chain of professions” in a circle. I will name the first profession, for example, a metallurgist, the next one will name a profession that is somewhat close to a metallurgist, for example, a cook. The next one names a profession close to a cook, and so on. It is important that everyone be able to explain what the similarities of these professions are, for example, both a metallurgist and a cook deal with fire, high temperatures, and furnaces. Determining the similarity between different professions, one can recall the scheme for analyzing the profession, for example, similarity in terms of working conditions, means, etc. (See section 6. Guess the profession, where the scheme of the analysis of professions is presented)”.

As the game progresses, the host will sometimes ask clarifying questions, such as: “What is the similarity between your profession and the one just named?”. The final decision on whether the profession is successfully named or not is made by the group.

When discussing the game, it is important to draw the attention of the participants to the fact that very interesting common lines of similarity can sometimes be found between the most diverse professions. For example, if professions related to metalworking are named at the beginning of the chain (as in our example), in the middle - with vehicles, and at the end - with ballet (to confirm what has been said, we give an example of a similar chain: metallurgist cook - butcher - locksmith (also - cuts, but metal) - car mechanic - taxi driver - pop satirist (also "talks teeth") - drama theater artist - ballet dancer, etc.). Such unexpected connections between very different professions indicate that you should not limit yourself to only one professional choice, because very often what you are looking for in one (only one!?) profession may turn out to be in other, more accessible professions...

Who is who?

Number of players:from 6-8 to 12-15 people

Instruction: "Now I will name the professions, everyone should look at their comrades for a few seconds and determine who this profession is most suitable for. Next, I will clap my hands and everyone on command should simultaneously show their hand (or pen) to the selected person (most suitable for the named profession)".

Even before the start of the game itself, the host can ask the group members what professions are most interesting for them and write out these professions (about 10-15 pieces) on the board, subsequently naming the professions from this list.

If there are a lot of players (6-8 people), then you can show not with one hand, but with two (with one hand - for one person, the other - for another. For a larger number of participants, it is better to do all this with one hand, otherwise there will be confusion.

Having shown his friend with his hand, everyone should freeze for a while, and the leader himself, in turn, counts how many hands he shows for each person, i.e. whose image, according to the majority of players, is most consistent with this profession.

finest hour

Number of players: any

Participants sit in a circle and jointly determine which professional stereotype (or social stereotype) they will discuss. For example, everyone agreed on the professional stereotype of a typical “bartender”.

Next, the facilitator will give the participants the following task: “Now each of us will try to imagine what are the most pleasant, joyful moments in the life of a typical bartender (everyone can have their own idea about this). Next, we will all take turns briefly expressing our assumptions, after which we will discuss whose ideas turned out to be the most realistic, i.e. most correspond to the "happiness" of most bartenders...”.

Participants take turns talking about their performances, about the "finest hour" of the bartender. The facilitator should not somehow criticize these ideas.

The step of a professional

Number of players:from 6-8 to 15-20 people

Additionally: paper, pens

Everyone takes out a piece of paper and puts on it in a column as many numbers as there are participants in the game.

General instruction: “This game exercise is both very unusual and very simple. We will try to portray certain professions with the help of gait, because you can depict different things and phenomena with the help of gestures, facial expressions, various postures, etc. First, everyone must choose for himself a profession that he wants to represent with the help of his gait. Now each of you in turn will get up from your seat, calmly come up to me and very quietly (in a whisper) tell me in my ear what kind of professional he wanted to portray with his gait. After that, he just as quietly goes to his place. The rest will have to carefully observe the gait of the next player, and in their leaflets opposite the number of this player write the profession with which you have associated his gait. It is known, after all, that by walking you can sometimes find out (guess) whether a person works as a loader or a ballet dancer, a military man or an accountant, etc.” The facilitator writes down in his piece of paper which number which profession he wanted to represent with his gait. Next, the host quickly collects their sheets of notes from the players and mixes them up.

When summarizing the results, the presenter takes the first sheet and reads out the profession opposite the first number, then takes the second sheet and also reads out the profession opposite the first number, etc. After that, he says what profession the player himself wanted to represent with his gait. This is done in order to compare the profession conceived by the player and what came of it. Then he moves on to the second number, and so on.