What to do in a company? For those who are still thinking about their spiritual and physical health, and wants to spend time usefully 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 incredibly addictive psychological games ah for the 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 and classmates, but you also learn a lot about yourself that you didn’t even know about before!

What types of games are there? Absolutely different. On intuition, logic, etc. On nonverbal intelligence as. On the development of entrepreneurial qualities as ". Let's start with the most unpredictable games - imagination. With their help, you will learn about the very depths of your own and others’ subconscious.

Imagination game "Dixit"

The rules of the game are simple, but you will need some equipment - special cards. In general, there is real game, it's called 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 surrealism. For example, a rickety anchor in the middle of the desert. What associations come to mind? They need to be formulated in one phrase - and voiced by others. Players select a suitable card from their set according to the description and place it on the table. The secret is that the description must be multifaceted, and the one whose card is not immediately guessed wins. But, important element is that if no one could identify your card at all, you lose points. Due to this balance, Dixit has gained wild popularity among psychological games for students. By the way, the cards themselves, or rather the pictures, can be found and printed from the Internet at home.

The next type of games is based on sensations and feelings. We often complain that Internet communication and Email deprived us of personal communication. And now there is a chance to find out whether you have lost the ability to convey feelings and sensations without using animated emoticons.

Game for sensations and feelings “Relay of Senses”

For example, for a game called “Relay of Feelings” you will also need preparation - cards. But here everything is simpler and without anchors. In total, you will need to write the name of the feelings on 6-10 cards (depending on the number of participants). For example: “distrust”, “adoration”, “charity”, “love”, etc. The players sit in a circle and close their eyes, and the one sitting on the edge pulls out the first card. He conveys the feeling written on the dropped card to his 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 on in a circle. When the last participant gets the “feeling,” everyone opens their eyes and reverse order voice their feelings. And here we can discuss the cause of the distortions that have arisen.

Trust game "Blind"

The next game for students is a trust game called “Blind”. Can you trust your friends? Let's check it now. One leader and one, so to speak, victim are selected, namely a blind man. Excitement and extreme will be added if you play this game somewhere in public place– in the park or just in nature. The blind man is blindfolded, because he should not see anything, and the leader chooses a guide for him from the team. The task of the guide is to lead the Blind by the hand. It is his direct responsibility to warn, loudly and clearly, where to step over puddles, avoid holes and ditches. The most important thing in this game is the feeling of complete trust between the players. Any kind of evil jokes, mockery, interruptions and teasing are unacceptable - do not forget that a person does not see anything and can be seriously injured by bumping into, for example, a tree or a lamppost. The Blind Man’s task 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 begin to truly feel the tickling 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 sensory consciousness, and secondly, to show an example of responsibility for another person.

Game for students “Gift”

So, if you already trust your friend, then how about finding out more about him? There is a game for students called “Gift” for this purpose. From the entire company, one player is selected, who, say, 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. One by one, everyone offers their options, explaining the choice. And the “birthday boy” carefully monitors who would give him a truly sincere gift, and who knows him better than others. You should avoid common options like “a photo frame because he has a camera” or “a pen because he is a student” - points will be deducted for such answers. And you can come up with a scale for calculating 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. Anything you can imagine.

The goal of this game is to unite the team, if only simply by the fact that all these people, even if there are fifteen of them, or 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 appropriate conclusions and pay more attention to personal communication.

Creative game “Interesting poems”

And finally, the most creative of all games, “Interesting Poems.” The essence of the game is very simple - the first player composes any poetic line out loud. Size is not important, but rhyme and meaning are the main condition. The topic can be absolutely anything. At least “My brother and I walked 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 meaning of the stanza must also be suitable. And off we go. Of course, at first you will come up with completely absurd poems, but then perhaps you and your whole company will compose a great work! The main thing is speed. Because only then, as with a blitz survey, will you prepare exactly what you mean, without guile. In addition to being useful, this game is incredibly fun, and it has only one drawback - laughing makes your cheeks very sore afterwards.

So, as you can see, you can spend a fun evening with your student friends without drunken get-togethers, which only harm your health with interesting psychological games for students. There are plenty of ways to spice up boring card and TV parties. In one evening you can discover so many new things about your classmates that communicating with them will become much more pleasant and interesting, you will begin to understand them better, and the percentage 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 amount of different features. From the very moment of birth, a person already has specific predispositions and inclinations. However, in order for him to effectively interact with society and with the people around him, he needs to regularly “pump up” his personality.

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

Psychological games

In general the scheme psychological characteristics games can be described as follows:

1. A person has a certain desire.

2. His superconsciousness prohibits him from realizing his desire.

3. The subconscious is looking for justification, a kind of psychological coupons, a ransom from the superconscious occurs, 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 illness, accident or even death of the player, because the essence of winning is to confirm the player’s life position.

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 views psychological play as one of six forms of time sharing: ritual, authentic relationships, activity, recreation, play, and pastime. In this case, 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, not always profitable serious problems, but whose players are most likely to hide it from prying eyes;

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

It is quite difficult to combine all the elements in one game action; it is difficult to reveal its full potential. Thus, different types of gaming spaces emerge, which focus on a certain aspect of the game and focus on its specific capabilities.

In modern psychology, experts have divided all play spaces into five different types. In reality, they are often intertwined with each other, however, they still represent 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 a psychological action, which may not be essentially a game, but, as is the case in most cases, a training one.

Game shells can often be found in primary school, they work quite effectively with younger teenagers. Today, psychologists are very actively using game shells, which are built on the principle of a New Year's performance for kids: Christmas story it cannot happen without someone bad breaking, stealing or hiding something.

Positive heroes, sparing no effort, run to restore justice. IN modern literature They also describe various kinds of psychological games, and in them children also save someone and end up somewhere. Game shells can be very different. These include patterns in a magic kaleidoscope, a journey from station to station by train, an international meeting of journalists with master classes, etc. The use of game shells is very helpful when working with high school students.

2. Game - accommodation

With the help of this game you can create conditions for the development of a certain invented space. This can happen both jointly and personally, individually. Within this space, interpersonal relationships are built, and the value of one’s existence in a given situation is comprehended. Playing such a game is more difficult, both for the participants and for the presenter.

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

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

3. Game - drama

But in such games, it is not just the selection process that is dramatic. After the participant decides for himself which path he chooses, he finds himself in the situation of living this path. During 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 involve not only making choices and accepting consequences, but they also focus on the ability to build your life in accordance with the choices you make: setting goals, developing relationships with people, organizing work. In other words, the game-drama is focused on completing an additional psychological task, which sounds something like this for the player: “you have 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 to. The choices made will actually be deeply felt unless the player is fully emotionally involved in the game, which takes quite a long 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 type of psychological work. Such games are aimed at mastering and comprehending the instrumental tasks that are associated with the work of this activity, achieving specific goals, and also structuring the system of business interaction between players.

Such games can be organized as a seminar, or they can have a fairly simple plot character. As a rule, business games storyline no, as well as a given emotional background of interaction. Players are either motivated to play from the very beginning, or motivation is created and maintained along the way.

Project games are somewhat different, whose function is to create project thinking in 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, dedicated to some event.

Business gaming is a direction with a very high perspective. They help you learn how to collaborate, organize your work, and build collegial relationships.

5. Psychological actions

This is not a game as such, it is a certain gaming environment created for some time. At the same time, it does not interfere with other types of activities at all, but it has rules, content and an intended result. the main objective 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 meanings. Promotions can be insignificant in terms of time, number of players, they can also be sudden and episodic.

The main features of such games are unusualness and unobtrusiveness. 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 life of those who agree to be included in it. During their life, stocks create a unique mood and emotional state.

Karpman triangle

It is also important to say a few words about the Karpman triangle, which was a continuator of the ideas of Eric Berne. He also talks about a game, only a subconscious one, which describes the connection between three main problems in relationships 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 are combined into a triangle, which symbolizes their inextricable connection and replacement of each other.

“The three roles in this game - victim, pursuer and rescuer - are actually a simplification of real life. Each person sees himself as a generous rescuer of an ungrateful or grateful victim, a persecutor of infidels and a victim of evil persecutors. Immersion in any of these roles causes a person to begin to ignore reality, like an actor who knows that he is living a fictional life, but continues to “believe” in its authenticity in order to create a good performance.”

Codependents in Karpman's 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? It's all of them! In this interpretation, it becomes obvious that all the roles in the Karpman triangle are three types of victim position.

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

Here it is very appropriate to recall Perls’ expression “dog above and dog below.” “Dog on top” implies a situation when a person swears loudly, yells, that is, he bites. “Dog from below” is a situation when a suffering victim bites people with his sadness, longing, he howls with such force that everyone becomes very painful from 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: “The person is being 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's Relationship Triangle

What is the essence of the game?

The victim begins to provoke people around her with one goal: she is looking for a stalker. This scenario is possible. The persecutor finds a person who is guilty of something, begins to blame, punish, demand, that is, persecute the victim. Then the victim tries to prove that it is not her fault, that in fact those around her are 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 him from his pursuer, but since all the participants are just playing to save him, he doesn’t 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 initially develops due to certain internal benefits. “When there is a game and there are relationships, it means that the situation is beneficial to all participants. Otherwise everything would have fallen apart. When a person participates in something, it only means that he needs it. The communication taking place within such a triangle is quite effective method not to take responsibility for your decisions and actions, and, moreover, to receive powerful emotions as a reward and the right not to solve your difficulties (after all, someone else is to blame for them).”

Perhaps that's true. In any case, this is a well-functioning system for addressing important issues in psychotherapy. However, other possibilities can be explored, since it is likely that the basis of such a relationship will not be solely internal benefits, but also the ability to resist manipulation, a poorly internalized philosophy of life, or ordinary life habits.

So, the most important thing you need to know about the Karpman triangle is that you shouldn't be there. Whatever role you are actively offered there, or whatever role you are personally attracted to, don’t 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 intelligent a person is, the more responsibility he takes upon himself, and the more thoughtfully he goes towards achieving his goals, the less often he ends up in this madhouse.

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

* Eric Byrne

American psychologist and psychiatrist. He is best known as the developer of transaction analysis and scenario analysis. Developing the ideas of psychoanalysis, the general theory and method of treating nervous and mental illness, Berne focused on the "transactions" underlying interpersonal relationships. He calls certain types of transactions that have a hidden purpose “games.” Berne considers three ego states: Adult, Parent and Child (which are not Freud's Ego, Superego and Id). Getting in touch with environment, a person, according to Berne, is always in one of these states.

* Stephen Karpman

Doctor of Medicine from the University of California, psychiatrist, student of E. Bern, son of a student of S. 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-Persecutor triangle, later called by E. Berne the Karpman triangle, and also known as the Drama Triangle.

Psychological games are effective tool for self-analysis and psychotherapy – both in individual work and in group work.

Each participant in the psychological game gets a unique experience of interacting with others, the opportunity to look at themselves from the outside, and get answers to life’s questions.

For psychologists, psychological games are, first of all, an interesting and effective tool for work that can be successfully used in individual counseling, when working with couples, as well as in group work.

We present to your attention new psychological games developed by trainers from the Institute of Psychotherapy “I”. You can learn how to work with the game, as well as purchase the game, within the framework of working with games.

"LIFE FLOWER"

“Flower of Life” is a psychological game that allows participants to analyze their current life situation, track their life strategies and aspirations, work with the Shadow side of their personality, and get answers to vital questions of interest.

The game “Individuation” is based on the idea of ​​personality construction according to C. G. Jung.

The game invites participants to take a journey to study themselves and their properties, styles of behavior, and peculiarities of perception of reality. This happens as various characters travel on the playing field.

The game gives you the opportunity to think about what is currently puzzling, hindering and helping, what is important and what is of secondary importance. The journey, which accompanies the game leader, allows the participant to get acquainted with his already known sides, as well as find out what is hidden in the unknown part of the “I”: in the zone of the Shadow, Anima and Animus.

Technically, the game is an algorithm for moving participants’ cards across playing field, which turns into an exciting path of personal transformation and change, involving external and internal resources.

For this game, a special deck of associative cards “Individuation” was developed, the symbols of which carry a deep meaning, allowing you to transform your inner picture of the world and your image of yourself.

Game tools: playing field, deck of cards “Individuation”, dice, additional “resources”. The optimal number of participants in the game is 6 people.

Training on how to use the game “LIFE FLOWER”

Training in how to conduct the game will provide an opportunity to conduct it deeply and systematically with different categories of clients and training groups. During work there may be different variants games - from analyzing behavioral strategies to mission and the meaning of life!

The playing field and everything that happens on it is a model, a map of the realization of the “I”, the acquisition of selfhood, which continues throughout life and represents a process of integration of opposing, opposing intrapersonal forces and tendencies.

What will happen in the game?
2 hours of play and participants will be able to get a deep cut own LIFE.
See and analyze what qualities need careful attention
What exactly is the significance of certain qualities and personality traits for a player?
Understand what the strengths and weak sides self
Try to weigh and integrate incompatible and unacceptable traits
the game can help transform your inner picture of the world and self-image.

For whom will the game be resourceful?
For those who “run in circles” in the implementation of plans, relationships, search for meaning
For those who feel they “don’t know themselves” and feel insecure and anxious
For those who want to know themselves as “others”
For everyone who wants to look inside themselves and “analyze”

What important things can psychologists learn?
get acquainted with the practical implementation of Jung’s paradigm of personality structure
master specific techniques for consulting clients
use the game in individual consultations
enjoy being in a group

After passing teaching the game“Life Flower” You will receive a certificate as a leading trainer for this game.

“FAMILY TROLLING”


"Family Trolling" is a magical gaming adventure dedicated to the difficult topic of defending your boundaries, your choices and life path. It is also a game about encountering obstacles, how we react to them and what strategies we choose to overcome them.

The structure of the game involves the participant traveling through a fantasy world populated by different characters (kind and not so good) with whom you need to meet and come to an agreement. On this path you can encounter obstacles, resources, and most importantly, develop the skills to defend your borders!

The Family Trolling game can be effectively used as a tool for introspection and self-knowledge. In addition, Family Trolling is an excellent tool for professional psychologists, allowing for both diagnostic and therapeutic work for participants in the group process.

“THE UNIVERSE OF DOCTOR WHO”

The game “Doctor Who” is a psychological tool that, in a game format, allows participants to understand their behavioral strategies, track their behavior in situations of achievement, and analyze the features of their own coping strategies.

The game is quite multifunctional and can be used as a gaming platform.

Game tools: playing field, special associative “Doctor Who” cards, dice.

"IDEAL"

The psychological game “Ideal” will be of interest to everyone who wants to have an exciting, useful and fun time, to understand why we sometimes do not understand each other, what ideal traits we want to see in our partner and how different they are from the real state of affairs.

For specialists, this set can help in the process of counseling both one client and a family, couple, children and parents. The game can also be used in a group psychological work– for conducting trainings, seminars, master classes!

Game tools: 174 characteristic cards, a table with the characteristics of “ideals”, a table with codes and “bonuses”, additional “property replacement” cards.

"XENOBIOLOGY"

The game can be used to work with preschool and school age, suitable for playing with teenagers and in parent-child counseling.

By taking part in the game, participants will be able to analyze their own life strategies, the ability to interact with others, their own adaptability skills and methods of social contacts.

“Xenobiology” is an interesting journey in which participants will be able to better know and understand themselves, as well as track their ways of interacting with others.

The game “Xenobiology” combines the projective method and a rational approach when working with a group or in individual work. The game is a segmented playing field along which various “characters” move, designated by certain associative cards.

The game involves a special playing deck of associative and metaphorical cards “Xenobiology”, depicting non-existent animals, as well as symbols and artifacts. With their help, you can come up with stories, study the characteristics of the client’s self-presentation, explore and change behavioral stereotypes.

“FAMILY TRAFFIC RULES”

“Rules of Family Movement” is a metaphorical game tool for conducting psychological consultations with couples - married, children and parents, friends, colleagues or relatives.

During a conflict, we are not always able to express in words everything we feel, and sometimes we become completely confused in our own words and actions, unable to “hear” our partner. This can be compared to a meeting of two cars on the road that cannot pass each other: the drivers of each car cannot hear what is being said inside the other car. Only external signals and movements remain noticeable. It’s the same in life: we only hear a speech spoken out loud or observe the actions of another person, but we don’t know what’s going on inside him at that moment. In addition, we cannot fully explain to others what is happening inside ourselves at such moments, which only aggravates the situation.

This tool allows couples (married, friends, colleagues or relatives) to analyze their internal states during a conflict, to “hear” and understand each other, and to develop an agreement on what mutual actions should be when resolving similar situation in future.

"CHRISTMAS TREE"

This game involves working with some personal problem or internal question, the answer to which can be obtained during the game. The algorithm of game actions assumes the opportunity to consider a problem from different positions, expand the range of its understanding and find new approaches to solution.

The rules of this game involve the participant moving through different positions of the field, where certain questions and meta-positions are indicated, helping to take a fresh look at the stated problem or question asked.

“KOTOVASIA”

Katerina Milyutina’s new psychological game “Kotovasia” is a story about cats, cats and cats that move along branches tall tree. The main task is to get to the desired branch. However, on the way of furry travelers every now and then they come across harmful crows, and a completely unfriendly dog ​​waits below. By coping with difficulties, participants can see their strategies for coping with obstacles, analyze the influence of the environment on their progress, and evaluate the effectiveness of their ways of achieving the goal.

“Kotovasia” is an interesting and exciting game, allowing participants to gain important experience related to the topic of achievement, interaction with others, and overcoming obstacles.

"AGES OF LIFE"

The game “Ages of Life” is a journey along a bright and interesting path, the stages of which relate to certain periods of our real life. While playing, participants will be able to summarize their life stages, analyze current events, dream and plan for the future.

Participants will also be able to work on their “personal life story"and look from the outside at your own strategies and ways of interacting with others.

The Ages of Life game can be successfully used with adult participants, as well as with children and teenagers (the rules of the game can be easily modified to suit the age category of the participants).

Game tools: playing field, plasticine, dice. The optimal number of participants in the game is 6 people.

“GOODBYE, LOOP!”

The psychological game “Goodbye, Loop” is board game for mini groups or individual work with a client, which was created to teach participants self-help techniques. The game can also be used as a mini-diagnosis and introduction to therapy, or in final sessions to discuss the results of therapy.

During the game, you can walk along the streets of the city of Zatsiklovka: drive along the flat OCR Avenue, turn onto Panic Descent, drive into the Depressive Dead End, end up in PTSD Square, get stuck in the Drunken Backstreets, eat on General Obzhiralov Avenue, look into the Troubling Lane and the Phobic Clearing. During such a walk, the client focuses on his feelings and thoughts, together with the therapist, determines the focus of attention and learns self-help techniques.

Participants will be able to explore the city in detail and learn NOT to get fixated on its streets!

“OIKUMENE”

The game "Ecumene" is a symbolic journey across the seas and oceans.

Traveling through the expanses of the sea, everyone will be able to make their choice: earthly material goods, a professional career, personal comfort and coziness, peace and tranquility, or, if possible, spiritual improvement and movement to higher powers. You will be able to see how your life strategies work and adjust new skills in the game.

By playing “Ecumene”, you will be able to study your own life strategies, understand the reasons for certain features of building relationships with others, and receive information about current life situation And possible ways further movement and development.

“Ecumene” is an opportunity to plunge into space Greek mythology, discover your recipe for success, try to achieve it in the gaming platform in order to then transfer it to life!

“EDUCATION +”

“Education+” is a psychological game for parents, teachers and psychologists. The game is a set of situation cards and reaction cards that enable participants to work with different models of their behavior in situations of family difficulties and disputes associated with the upbringing process.

The game allows participants to analyze their own educational style, find out its strengths and weaknesses, see what results this can lead to, answer the question of what is important and what is secondary in the upbringing and development of a child.

During the game, participants will have the opportunity to “raise” their child, look at the results, receive feedback and help from the leader. The game helps to raise questions about the peculiarities of raising a child - how we imagine it and what actually happens, and will also allow us to form a new approach to this issue.

“POLE STAR” + “ROAD TO...”

In the name "Polar Star" both words have meaning. The image of a star can be used as a symbol of success and achievement, and therefore one of the game options is aimed at strengthening the client’s self-esteem through awareness of his successes and achievements. In another version, the emphasis is on polarity, and the psychological meaning of the game in this case is in the assessment and comparison of polar, opposite options for solving some issue.

The main request that you can work with in the game “Polar Star”: “There is this solution option, and there is another. I don't know what to do can not decide, Which And 3 options to choose from.” Another request is also possible: “I see only this option, there is no other option. The one I see is impossible, there are no other options. Is the situation hopeless?” That is, a person does not see alternatives, but needs to find them.

The image of the road is associated in our minds with activity, movement, process. The “Road to...” gaming platform is based on the metaphor of achieving a goal, moving towards the desired result. The essence gameplay is that, moving along one of the roads drawn on the field (each of which has its own characteristics), the client opens different cards with images and words, and these cards become for him a metaphor for one or another part of his path to the goal. Games can be played in both individual and group formats.

“COMMUNALKA”

The psychological game “Communal” is a metaphor for the common space inhabited by residents with different characters, needs and desires. Participants in the game will be able to work through the topic of relationships with other people, look at their behavior strategies in terms of communication and general distribution of resources, analyze them and, perhaps, even change them to more effective ones.

In addition, the game “Utility” allows you to work through the belief “What will people say?...” and analyze its impact on your own life strategies. Each of the participants “lives” on one of the floors of the “Communal”: someone can climb under the roof, while others have to move to trash can in the courtyard. In the game you can analyze the reasons and prospects for such movements, as well as draw a parallel with real life, thinking about new possible strategies your behavior.

A psychological tool dressed in a fairy-tale metaphor, where each character says one phrase or another. The secret of the tool is that the first half of the statements are remarks, exclamations and questions that are most typical for clients who work with a psychologist. While the second part of the statements are typical answers, remarks and comments from a psychologist. By arranging dialogues between characters (using the rules prescribed in the manual), participants can play the role of a therapist and a client, try different strategies for interaction between a psychologist and a client in therapy, see how “defenses” work and evaluate the degree of effectiveness of a particular “therapeutic session.” Vivid images fairy-tale heroes will add color and pleasant emotions to this already interesting and exciting process.

“NEUROTTWISTER”

The gaming platform was created by Vladislav Knyazev as a universal tool on the basis of which you can perform a wide range of exercises to stabilize interhemispheric interaction, to develop optical-spatial concepts, programming functions and activity regulation.

The set includes:

  • a playing field of 16 numbered squares in four colors;
  • set of cards with images various positions hands

The manual presents several options for games and exercises with Neurotwister - you can use them, or you can create your own modifications based on them. There are a great many ways to use the gaming platform and it depends on your tasks.

6 chosen

Even in strong relationships, problems sometimes arise: minor grievances and discontent accumulate, conflicts occur. To minimize them, you need to work on relationships: discuss problems, make compromises... or play games. There are psychological games for two that help achieve greater mutual understanding in a couple.

Top down

When communicating with people, we always choose one of the positions: communication as equals, top-down (managerial position, this is how parents often communicate with the child) or bottom-up (dependent position). This is expressed both in our position in space and in intonation. Moreover, we ourselves may not notice that we are talking from one of these positions. But the “bottom” in such a conversation usually closes himself off from the “top”, does not listen and does not hear him. A common example of such interaction is a mother lecturing a child, and he looks around with an absent look.

But often we communicate this way not only with children, but also with peers, including loved ones. A wife can reprimand something to her husband from the top position, and then be surprised that he completely ignored her fiery speech. To better understand this situation, you can play it. Chat on some neutral topic in this position: one sits on the floor, the other stands, as if hanging over him. Then change places, and at the end take an equal position opposite each other. Usually the “bottom” is uncomfortable discussing even the simplest issues. It’s much more pleasant to talk on the same level. So why not communicate like this in real life?

I look at you like in a mirror...

Another psychological game is called "Mirror". The husband and wife sit face to face and take turns “mirroring” each other: repeating facial expressions and gestures. You can record all these funny antics on a video camera and compare the results to see who did better. By playing such a game, spouses learn to focus on each other, to think first of all not about themselves, but about their partner. And this will be useful in any relationship.

Follow you - even to the ends of the world

Psychologists are very fond of trust games. They came up with the idea of ​​falling with your back on your partner’s arms. A safer game in this series is Guide. One participant is blindfolded, and the other must guide him through the room with obstacles, guiding only with his voice. Then the spouses change roles. During the game, they find out for themselves how much they trust each other, and at the same time learn to listen to each other’s advice.

What are you thinking about?

A funny psychological game - "Telepathy". The rules are very simple: the spouses sit face to face and one tries to convey to the other some kind of mental image without words. The second watches the eyes and facial expression of the interlocutor and tries to “read” his thoughts. At the end of such a session, the readings are verified. Practice shows that it is often possible to guess, if not the hidden object itself, then the emotional background associated with it. What do thoughts about him evoke: joy or sadness, fear or calm? This game will teach you to be more attentive to each other and understand your partner’s emotions without words.

Only good

This is not even really a game, but rather a useful tradition for any couple. Arrange a positive session during which you tell him why you love your husband and what admires you about him. After all, we often voice complaints and negative emotions, but somehow we forget about the good. And, by the way, in vain! After all, when we talk about love, we feel it much more strongly. So get used to sessions of mutual love confessions more often.

Role-playing game

Role-playing game - Acting out or fulfilling a certain role. As a procedure, it is widespread in psychological training, psychotherapy, education and other areas.

Group procedure psychological training. Participants play a game: as if they are “thought-aholics” and want to be cured of it. Formation of skills for modification and correction of behavior based on the analysis of played roles and group analysis of behavior. Practicing conflict resolution skills and abilities. Developing effective self-presentation skills. Group psychological training procedure. A role-playing game is played, during which one of the players is told “angel” and “devil.” Working off communication skills and skills. Group psychological training procedure. A role-playing situation of a conversation with an extortionist is played out. Role-playing game for group psychological training, aimed at developing communicative competence. The group psychological training procedure is designed to develop communicative competence. Consolidation of the experience gained during the training. Group psychological training procedure. Participants act out a scene from a journalistic interview. Development of social thinking. Working with manipulations. Practicing simple managerial functions. Group psychological training procedure. The "janitor" is trying to convince young man do not litter. Group psychological training procedure. Participants play a role-playing game, pretending to be partners who do not share responsibilities among themselves. Group psychological training procedure. A “reader” came to the library and asked what book he would like to read. Group psychological training procedure. The acquaintance of a guy and a girl (man and woman) is simulated. Study of interaction parameters under conditions of strict role dictate. Group psychological training procedure. A scene is played out: a “bad client” comes to an “employee” of some organization. Rehearsal of promotion and dismissal situations. Group psychological training procedure. Guys learn how to meet girls; for this, “friends and tips” help them. Group psychological training procedure. Participants act out their last meeting with some fairly close, significant person. Development of mechanisms for managing communication processes in complex social systems. Group psychological training procedure. The role-playing game involves a “teacher” and a “student” – an exam situation. Group psychological training procedure. A role-playing game is played, during which one of the players appears to be a tired, lost traveler who asks to spend the night, and the second - a cautious and harmful person finding a hundred excuses. Group psychological training procedure. The role play gradually becomes more complex, encouraging participants to adapt on the fly. Group psychological training procedure. Participants come up with and implement “commercial videos.” Group psychological training procedure. Participants act out a fairy tale together: one of them is a storyteller, the other is a main character, the rest are secondary. Group psychological training procedure. The "superstar" gets a job. Providing an opportunity to explore the situation of “seduction” in a playful way. Participation in discussion allows a teenager to develop a reasoned position and refusal skills. Practicing simple managerial functions. Group psychological training procedure. A scene is played out in which the “passenger” is in conflict with the “taxi driver”. Group psychological training procedure. Participants break into pairs and act out one or another scene from family life, in which there should be conflict and intrigue. Group psychological training procedure. Participants in the role-playing game quarrel, and for some reason the observers suddenly all come to the defense of only one, exposing the other to obstruction. Group psychological training procedure. Participants act out a scene in a restaurant in which the waiter hints that they should tip more. Developing emotional balance with the help of a real drum. Development of communication skills.