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'Catch me' game

 

Explanations > Behaviors > Games >  'Catch me' game

Purpose | Game play | Discussion | So what?

  

Purpose

Primary: Escape

Secondary: Sympathy

Game play

  • B is trying to catch A, for example because A owes B something, from money to answering a simple question or just giving attention.
  • B tries every trick in the book to collect, from wheedling to name-and-shame to lawyers.
  • A uses every trick in the other book, from hiding to bold promises to pleas of poverty.
  • B corners A and plays 'Now I've got you', but A gets away to continue the game.

Discussion

Both enjoy the thrill of the chase. They also can then tell bar-room stories, such as 'Poor me'  or 'Clever me', gaining appropriate sympathy. 'Poor me' is particularly useful for rich people who feel isolated or guilty about their wealth.

This game is played by many groups, from landlords and tenants to attention-seeking children and their busy parents. Children practice this in playground chase and hiding games. So do courting lovers.

So what?

As a chaser, plan your approach then stick to it - beware of being led on a merry dance. As the chased, draw chasers into the game. Give the satisfaction of having something to complain about, such that they gain pleasure from the game.

See also

Eric Berne, (1964), Games People Play: The Psychology of Human Relationships, Balantine Books

Thomas Harris (1996), I'm OK-You're OK, Avon books

 

Stop me if you can game

Eileen McCann and Douglas Shannon (1985). The Two Step, New York: Grove Weidenfeld

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Site Menu

| Home | Top | Quick Links | Settings |

Main sections: | Disciplines | Techniques | Principles | Explanations | Theories |

Other sections: | Blog! | Quotes | Guest articles | Analysis | Books | Help |

More pages: | Contact | Caveat | About | Students | Webmasters | Awards | Guestbook | Feedback | Sitemap | Changes |

Settings: | Computer layout | Mobile layout | Small font | Medium font | Large font | Translate |

 

 

Please help and share:

 

Quick links

Disciplines

* Argument
* Brand management
* Change Management
* Coaching
* Communication
* Counseling
* Game Design
* Human Resources
* Job-finding
* Leadership
* Marketing
* Politics
* Propaganda
* Rhetoric
* Negotiation
* Psychoanalysis
* Sales
* Sociology
* Storytelling
* Teaching
* Warfare
* Workplace design

Techniques

* Assertiveness
* Body language
* Change techniques
* Closing techniques
* Conversation
* Confidence tricks
* Conversion
* Creative techniques
* General techniques
* Happiness
* Hypnotism
* Interrogation
* Language
* Listening
* Negotiation tactics
* Objection handling
* Propaganda
* Problem-solving
* Public speaking
* Questioning
* Using repetition
* Resisting persuasion
* Self-development
* Sequential requests
* Storytelling
* Stress Management
* Tipping
* Using humor
* Willpower

Principles

+ Principles

Explanations

* Behaviors
* Beliefs
* Brain stuff
* Conditioning
* Coping Mechanisms
* Critical Theory
* Culture
* Decisions
* Emotions
* Evolution
* Gender
* Games
* Groups
* Habit
* Identity
* Learning
* Meaning
* Memory
* Motivation
* Models
* Needs
* Personality
* Power
* Preferences
* Research
* Relationships
* SIFT Model
* Social Research
* Stress
* Trust
* Values

Theories

* Alphabetic list
* Theory types

And

About
Guest Articles
Blog!
Books
Changes
Contact
Guestbook
Quotes
Students
Webmasters

 

| Home | Top | Menu | Quick Links |

© Changing Works 2002-
Massive Content — Maximum Speed