Eric Berne: Games People Play, Introduction

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Eric Berne: Games People Play, Introduction by Mind Map: Eric Berne: Games People Play, Introduction

1. Intimacy

1.1. Individual programming

1.2. Social patterning gives away

1.3. Ulterior motives give away

2. Types of Analysis

2.1. Structural

2.1.1. Ego states

2.1.1.1. Behavior and feelings

2.1.1.2. Three types

2.1.1.2.1. Child

2.1.1.2.2. Adult

2.1.1.2.3. Parent

2.2. Transactional

2.2.1. Structure

2.2.1.1. Complementary

2.2.1.2. Crossed

2.2.2. Complexity

2.2.2.1. Simple

2.2.2.2. Ulterior

2.2.2.2.1. Duplex

2.2.2.2.2. Angular

3. Pastimes

3.1. Sociological classification

3.1.1. Sex

3.1.2. Age

3.1.3. Marital status

3.1.4. Cultural

3.1.5. Racial

3.1.6. Economic

3.2. Structural-transaction classification

3.2.1. Projective

3.2.2. Introjective

3.3. Social selection processes

3.4. Confirmation of role

3.5. Stabilizing a position

3.5.1. Existential advantage

4. Games

4.1. Properties

4.1.1. Ulterior quality

4.1.2. Payoff

4.1.3. Maneuvres

4.1.3.1. Diff from simple operations

4.2. Social dynamics

4.2.1. Social contact

4.2.2. Social aggregates

4.2.3. Social psychiatry

4.2.3.1. Judgement of healthiness

4.2.4. Social action

4.2.5. Transactional analysis

4.2.5.1. Game analysis

4.2.5.1.1. Theoretical

4.2.5.1.2. Practical

4.3. Descriptions

4.3.1. Thesis

4.3.1.1. Social level

4.3.1.1.1. Description

4.3.1.1.2. Sequence of events

4.3.1.2. Psychological level

4.3.1.2.1. Background

4.3.1.2.2. Evolution

4.3.1.2.3. Significance

4.3.2. Antithesis

4.3.2.1. Validation

4.3.3. Aim

4.3.4. Roles

4.3.5. Dynamics

4.3.6. Examples

4.3.7. Transactional paradigm

4.3.8. Moves

4.3.9. Advantages

4.3.9.1. Psychological

4.3.9.1.1. External

4.3.9.1.2. Internal

4.3.9.2. Biological

4.3.9.3. Existential

4.3.9.4. Social

4.3.9.4.1. External

4.3.9.4.2. Internal

5. Fundamental needs

5.1. Stimulus hunger

5.1.1. Can lead to sensory deprivation

5.2. Recognition hunger

5.2.1. Emotional deprivation

5.2.2. Satisfied by 'strokes'

5.3. Structure hunger

5.3.1. Can lead to existential boredom

5.3.2. Satisfied by social intercourse – pastimes, games, etc

6. Structuring of Time

6.1. Programming

6.1.1. Material

6.1.1.1. Activity

6.1.1.2. External reality

6.1.2. Social

6.1.2.1. Ritualistic exchanges

6.1.2.1.1. Manners

6.1.2.2. Semi-ritualistic

6.1.2.2.1. Pastimes

6.1.3. Individual

6.1.3.1. Patterned incidents

6.1.3.2. Classifiable rules and regulations

6.1.3.3. Games

6.1.3.3.1. Regulated emotions

6.1.3.3.2. Can be serious

6.1.3.3.3. Substitute for intimacy

6.1.3.3.4. Preliminary engagement

6.2. Types

6.2.1. Individual

6.2.1.1. Activity

6.2.1.2. Fantasy

6.2.2. Social

6.2.2.1. Advantages

6.2.2.1.1. Relief of tension

6.2.2.1.2. Avoidance of noxious situations

6.2.2.1.3. Procurement of stroking

6.2.2.1.4. Maintenance of an established equilibrium

6.2.2.2. Types

6.2.2.2.1. Procedures and Rituals

6.2.2.2.2. Pastimes

6.2.2.2.3. Games

6.2.2.2.4. Intimacy

6.2.2.2.5. Activity

7. Procedures and Rituals

7.1. Procedures

7.1.1. Adult patterned

7.1.2. Material reality

7.1.2.1. Static

7.1.2.1.1. e.g. arithmetic

7.1.2.2. Dynamic

7.1.2.2.1. e.g. chemistry

7.1.3. Learned

7.1.4. Local or universal

7.1.5. Examples

7.1.5.1. Piloting an airplane

7.1.5.2. Removing an appendix

7.1.6. Evaluation

7.1.6.1. Efficiency

7.1.6.1.1. Agent's use of the resources available

7.1.6.1.2. Psychological

7.1.6.2. Effectiveness

7.1.6.2.1. Actual results

7.1.6.2.2. Material

7.2. Rituals

7.2.1. Paternally patterned

7.2.2. Formal rituals

7.2.2.1. Determined by Parental tradition

7.2.2.2. Two phases

7.2.2.2.1. Strict Parental

7.2.2.2.2. Child phase: orgy

7.2.3. Compliance with tradition

7.2.3.1. Guilt-relieving

7.2.3.2. Reward-seeking