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TA GAMES
As we mentioned in our sub-section on Time Structuring, games are differentiated from other groups of
transactions by two chief factors. The transactions themselves are
ulterior (with a surface meaning as well as a secret
meaning), and, there is always a payoff. The payoff, usually
identified as a feeling (either a ‘good’ feeling or a ‘bad’ feeling),
signifies the end of the game.”
As we also mentioned, Eric Berne, the "father" of TA,
identified somewhere around thirty different TA games in his famous book
Games People Play, which he first published in 1964. In the
decades since Games was published, other TA specialists have
identified many more. Yet to this day, two of the most widely-played
games continue to be NIGYSOB (an acronym for “Now I’ve got you, you son
of a bitch”), and Kick Me.
NIGYSOB
NIGYSOB is perhaps the easier of the two games to spot.
It is an entrapment game, played by people for whom anger is an
important, recurring Adapted Child feeling. This anger may be
demonstrated in obvious ways, or it may be submerged. It may build up
slowly, or it may build up quickly and violently. But no matter what
its depth, or how quickly it builds up, it is always released when a
NIGYSOB player sets up other people to do something that enables him to
justify yelling at them, or beating on them, and to thus relieve the
anger that he has built up in himself (and to feel “better,” or less
frustrated, as a result).
In business, NIGYSOB players tend to select people to
play with who are in positions of lesser authority and who have little
or no obvious interest in resisting entrapment. At home, the stronger
of the two spouses usually chooses the weaker spouse to play NIGYSOB
with, and mothers and fathers usually select their own sons and
daughters.
Occasionally, the opening move in a game of NIGYSOB may
be one of the traditional “Are you still beating your wife?” or “Isn't
it true that…?” variety – the types of questions used so often by
hostile lawyers, TV interviewers, and reporters to entrap their
witnesses, guests, and the people who they are interviewing. But more
often than not, the opening move in a game of NIGYSOB will be even less
obvious – perhaps, for example, some innocuous-sounding statement of
fact, like, “I thought you were going to…,” a statement that is equally,
if not even more effective, in luring the other person into a trap when
he responds “incorrectly.”
Usually, the game starts several steps further back from
the “I thought you were going to…” statement, as it does in the
following version engaged in by Beth and Tom.
Tom (who was trying to cut back on their electric bill,
and didn’t like running the air conditioner more than he thought
necessary): “Boy, it’s starting to get pretty cool in here.”
Beth (shrugging her shoulders): “I’m really quite
comfortable.”
Tom: “Wonder what the temperature is?”
Beth (absentmindedly, as she concentrated on her
reading): “I dunno.”
Tom: “Go check it, okay?”
Beth: “Okay.” (She put down her book and got up to
glance at the wall thermometer, which was situated closer to her than it
was to her husband.) “It’s sixty-seven degrees.”
Tom (barely containing his anger as he uttered the
operative statement): “I thought you were going to set the
thermostat at seventy so we wouldn’t use so much electricity!!”
Beth: “I was. Guess I forgot.”
Tom: “Dammit Beth!” (Zap.) “How many times do I have
to tell you we’re not made of money!!” (Zap. Zap.) “If you keep on
doing this, you're going to send us both to the poor house!!!” (Zap.
Zap. Zap.)
Suddenly, Tom felt much better, having entrapped Beth,
relieved his anger, and received his payoff, but Beth felt much worse
and ended up bearing a grudge, certain that she was beat on
unjustifiably over something of little or no consequence.
In this scenario, as in most NIGYSOB scenarios, Tom’s
stern Parent had decided in advance what it “expected” Beth to do, and
when its expectations weren’t met, Tom built up his anger so that he
could later entrap Beth, “zap” her, relieve the anger he had built up,
and then, perhaps in a day or two, start all over again.
Every NIGYSOB player needs a person to play with, and
most players need a person with enough skill and experience to help them
maintain the forward momentum of the games that they play. Games are
always preprogrammed. Each move is always followed by a transactionally
expected response – a complementary, hoped-for response provided by the
next player that challenges or answers the first player in a way that
permits the first player to still remain in the game. Without this sort
of unconscious help, the first player would often be at a loss as to
what to say or do next.
In their never-ending quest for people to play with,
NIGYSOB players often select some of their most skilled partners from
among the ranks of the KICK ME players of the world.
KICK
ME
Kick Me players are people who received so many negative
strokes when they were young that the feeling of being rejected, or of
being unwanted, has become one of their most important recurring Adapted
Child feelings. Structuring time by playing games that offer them an
opportunity to recreate such negative feelings as a matter of course has
become something at which they've developed considerable skill.
The game of Kick Me serves this purpose ideally. Kick Me
is not quite as sophisticated a game as NIGYSOB, in the sense that it
doesn't require as many transactions to lead up to its payoff. But it
is, in its way, equally powerful. Sometimes a good Kick Me player can
simply look dejected, or act inept, or just dress
like a loser, and people will kick him. Consider some of the following
kicks:
“Jeez, Fred. Can’t you dress any better than that?”
“Mary, you’ll never get ahead acting the way that you
do.”
“For God’s sake, Jerry, stop looking so foolish!”
“Good grief Marv, that’s a dumb thing to say!”
Of course, Kick Me players don’t undertake projects,
either at home, at school, or in the office, in order to do well at
them. (If they did, they would receive no negative payoff for all of
their efforts.) They undertake projects in order to get strokes like:
“Betty, this memo has four typos and three incomplete
sentences in it.”
“Mark, you’ll have to do a lot better than this if you
plan to go on to college.”
“Damn it, Andy, this report’s an abomination. Can’t you
do anything right?”
“Good grief, Margaret. You’ll need to wash the dishes
better than this!”
“Do any more work this poorly, Lou, and you’ll never get
that promotion you’ve been hoping for.”
“Keep this up, Jessica, and you’re on your way out of
this organization!”
Most subtle of all, many of the people who administer
these kicks don’t realize they’re doing so. They experience the kicks
not as kicks at all, but rather as Adult statements of fact – statements
that set forth the “realistic” implications of what will happen if the
other person continues his current behavior.
To many such people, the prospect of not making such
statements would be tantamount to lying, and the notion of saying
something less direct would be considered a needless form of
manipulation (two common Parent justifications for continuing to kick
people).
Yet Kick Me players don't experience such statements as
Adult statements of fact. Usually, they've heard these kinds of
statements many times in the past, and they experience them as a kick,
they feel the impact of the negative stroke, and they use the statements
as their negative payoff in a game of Kick Me. Think of the many times
you've heard someone make these kinds of statements, and then visualize
what the person receiving the strokes seemed to feel at the time he
received them. How many times a day, or how many times in the course of
an average week, does that same person normally set himself up to get
the same sort of stroke? If it happens quite frequently, you have just
discovered a Kick Me player.
Normally, Kick Me players choose NIGYSOB players to give
them their kicks, as NIGYSOB players are much more inclined to do so
than most other people.
For more on NIGYSOB, Kick Me, and on
other TA games like Uproar and Why Don't You...Yes, But, and to learn
more about how to disengage from TA games, check out Chapter Twelve in
Jut Meininger's new book CLARITY.
Time Structuring
TA Games
Life Scripts
Life Positions
Parent
Drivers
Injunctions
Self-Actualization
Your Free Tour
Continues
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