| Subject: THE GAME – A PSYCHOLOGICAL MODEL OF MANIPULATION |
Author:
Maryse
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Date Posted: 20:29:53 11/24/07 Sat
In reply to:
Thalia
's message, "Feelings and emotions" on 05:54:16 11/13/07 Tue
THE GAME – A PSYCHOLOGICAL MODEL OF MANIPULATION
The Text below has been written by the medium D. Kendrick Johnson : « THE GAME – A PSYCHOLOGICAL MODEL OF MANIPULATION », text that spirits have not exactly by chance put at my disposal. The upper levels of the Game take place in the LIGHT, and not in the mediocrity of the darkness.
The psychic dimensions of life are rich and full, teeming with life. Yet most of us are blind to the Forces & entities that influence our lives from these inner planes of life. We are stuck in the limited awareness of the physical plane.
Throughout human history, there have always been courageous individuals who have looked beyond materialism and discovered the rich resources and life within. These are people who have developed contact with their higher selves - and with it, the ability to see clairvoyantly. In other words, they learn to observe and interact with the inner side of life as easily as we act physically. Some individuals, specialized in exploring the inner dimensions of human consciousness, became also great explorers of the higher dimensions of human consciousness. These are the spirit guides who are kindly helping us to spiritually evolve, without judgement, until the "UNIFICATION" of our personality :
« Several years ago, I realized that I was repeatedly being manipulated in personal relationships. Many of the people I dealt with would play upon my sympathies, my sense of fairness, and my good-heartedness to induce me to cooperate with their own selfish plans. I had always considered these parts of my character to be strengths, but now I was discovering, much to my chagrin, that they could be vulnerabilities. This was a problem that both annoyed and puzzled me ; I could not understand why it happened or what I was doing to encourage others to use me in this way.
As my injured feelings and negative reactions mounted, however, I began to realize that I was not alone in this dilemma. I found that there are many good people like myself who do not always use their common sense and compassion to best advantage – at least, not until circumstances force them to. As a group, we assume that others respect our humanity just as we respect theirs ; we deal openly and honestly with others, only to have our trust and goodwill frequently betrayed. Naďvely, we fail to recognize that the world is full of tricksters who are ready to take advantage of us. In this way, we expose ourselves to being manipulated – and then are emotionally hurt when we find out that our trust has indeed been abused. This leaves us in a state of bewilderment, guilt, and self-doubt which makes it difficult to understand what to do next.
Eventually, I concluded that the sense of confusion that I was experiencing was actually a greater problem than the fact that I have been used. So, I decided that I needed something to help me to become more objective in examining both the events and the people involved in these cases of manipulation.
To help solve this type of problem, mathematical models are sometimes constructed and then analyzed by computers. But I am an artist and not much of a mathematician. In any event, no computer was available to me. Instead, I had to devise another way of creating a model which would describe the pattern of events in which I was being used again and again. But to be effective, I knew that any such model would have to be free of my own personal feelings and reactions. Otherwise, it would not help me recognize the first signs of a recurrence of the pattern, thus enabling me to avoid it.
I suspect that the ghostly hand of Carl Jung may have assisted in the formulation of the model which I finally conceived. It resembles a chess game and is based on the principle that our universe really IS orderly, and that the part of the universe that the manipulators of the world try so hard to control – the physical plane – is not the most important part of life. There are a number of nonphysical realms which must be considered as well as the physical plane and its events, as the ability to operate at these « inner levels » gives us the only valid way of understanding and controlling the physical dimension. In this perspective, the tricksters who seem so very clever as they play their games begin to emerge as the most stupid of all.
«THE GAME», as I have titled my model, has worked remarkably well for me and others who have used it. It is presented here in the hope that it will stimulate the thinking of other unhappy victims of situations similar to mine.
The players in THE GAME all belong to one of three types : «Ah!», «Be» or «See!» . The GAME is played on a board that is laid out with an infinite number of squares. Above the baseboard are several parallel boards that duplicate, square for square, the layout of the baseboard. In this way, it resembles a three-dimensional chess board constructed in infinite dimensions.
Players move from one square to another on either the baseboard or on any combination of the upper boards. A player who is moving on the baseboard may jump up any number of levels for a series of moves, but he must return to the baseboard at some future point. Such a complex move is used when it can lead to an end which would not be possible by moving only on the baseboard. A player can also choose to remain on the upper levels for all further plays. Such a decision, however, may restrict his participation in THE GAME, since his plays are limited to moving in alliance with a player on the baseboard below.
Various cards are issued during the play, as rewards or penalties. Cards are issued only on the baseboard, with one exception : a card is also issued to a player upon his first jump to the upper levels. This is the ONLY official card in THE GAME ; all the rest are counterfeit !
The «Ah!» player never acts from a position of strength, and he knows this from the beginning. «Ah!» feels that even being entered in THE GAME is a great insult ; as a result, he thinks he has the right to cheat. Moreover, he believes that he can win THE GAME only by cheating. «Ah!» therefore freely revises the rules at any time without notifying the other players. Eventually, he comes to believe that he is the only one who is allowed to change the rules. This kind of deception does not make him feel guilty, however, because he already has in his possession a «guilt card» that he counterfeited for himself during a confused fit of pique.
As a result of his frenetic activities, the rules of THE GAME are not clear to «Ah!» In his confusion, «Ah!» seeks to «pass GO and collect $200.» He is not aware, as are the «Be» players, that GO is not the object of the GAME. Actually, GO is not even on the board. Not knowing this is «Ah!’s» most critical vulnerability.
«Ah!» is limited to playing only for the objective that he "thinks" that the other players are pursuing. He has changed the rules so often for himself and others that he is confused and cannot evaluate for himself the true nature of THE GAME.
«Be», by his very nature, has what «Ah!» lacks – an instinctive grasp of THE GAME. For this reason, «Be» can play THE GAME from a position of great strength ; at the same time, however, he can also be quite naďve and vulnerable. «Be» can see the true objective from the beginning of play, and he can also perceive the natural and proper moves that must be made in order to gain the objective. He likewise intuits the fact that the real rules of THE GAME are there to help him.
The weakness of «Be’s» play is that his understanding of the rules is natural and instinctive ; therefore, he does not bother to examine them «consciously». In addition, he assumes that all other players have the same understanding and are playing by the same rules. Unlike «Ah!», he has no interest in "winning" the game ; because he understands the ULTIMATE OBJECTIVE of THE GAME and knows that it is inherent in THE GAME itself, it never occurs to him to consider "winning" as a possible motive.
«Ah!» and «Be» meet in play. «Be» is set on the objective of THE GAME and assumes that «Ah!» is as well. In making any specific move, «Be» consideres the point of the WHOLE game as well as the move that is immediately obvious to him. «Ah!» sees that «Be» is moving and assumes that «Be’s» intention is to reach GO. «Ah!» thus conjures up a strategy to outmaneuver «Be» so that he can get to the square that « Be » is moving toward before «Be» does, and capture it. «Ah!» does not want «Be» to suspect what he is doing, however, and so he tries to confuse «Be» as to his real objective – which is actually only «Ah!’s» idea of «Be‘s» goals. «Ah!» therefore changes the rules so that he can capture any square "won" by «Be» in a series of complex moves that are designed to keep «Be» from realizing that «Ah!» has found GO – which he hasn’t. «Be» usually fails to perceive this deception, because he knows that GO is part of another game altogether, and is therefore inclined to ignore it.
«Be» moves in a direct line to whichever nearby square leads to the natural object of the GAME. He does not move defensively, because he knows that ALL players can succeed ; there is no need for competitive play. As a consequence, he is totally open and honest about his plays. «Be» makes obvious, purposeful, and well-considered moves – indeed, he often announces what his series of moves will be before making them. He does this because he realizes that the skill acquired in moving through THE GAME toward THE ULTIMATE OBJECTIVE is actually more important than the moves themselves. He therefore invites other players to help him in playing THE GAME, reasoning that through cooperation, skills can be learned more rapidly.
In his cunning, «Ah!» observes that «Be» is open and trusting, and regards him as stupid for it. «Ah!» is out to win and assumes that only one player can do so. He is determined to be that winner and thus acts competitively in all his plays. He scorns cooperation but frequently uses the appearance of it to get «Be» to reveal his intentions. He must do this because he depends on «Be» to show him the way to win. His methods requires that he see «Be’s» next immediate move in advance, so that he can outmaneuver his «opponent». He does not have the capacity to act creatively himself.
«Ah!» does gain a certain tactical brilliance in his defensive moves, by appearing to make offensive ones. The way in which he gains a square may be truly dazzling. «Be» then arrives on the same square which, after all, is the one he said he has heading for in the first place. «Ah!» promply manufactures a new set of rules so he can claim that «Be» commited a foul by landing on «his» square. «Ah!» consequently hands «Be» a penalty card which requires that «Be» must either go back several squares or be removed from the board. Of course, «Ah!» does not really have the authority or the power to enforce this penalty – he can get away with it only as long as «Be» mistakenly believes him to be honest. «Ah!» relies on the gullibility and quiescence that he thinks he sees in «Be» ; actually, he fears «Be’s» removal from the board, as it would deprive him of a directing influence.
As THE GAME advances and «Be» acquires skills, he begins to realize that «Ah!» is indeed cheating. He also comprehends that he has lost a great deal due to «Ah!‘s» interference. «Be» is stunned by this discovery, as he cannot understand why anyone would want to behave in this senseless fashion. As a direct result of this awakening, «Be» voluntarily skips several turns at play, so that he can have time to consciously review the nature and rules of THE GAME in his mind. This pause marks the first time that "Be" has deliberately tried to comprehend THE GAME ; until now, his understanding has been instinctive and automatic.
In his confusion, «Ah!» now concludes that he has «Be» where he wants him. He believes that he is close to winning – that «Be» has stopped because he knows that he is defeated. «Ah!», of course, never considers that «Be» has seen through him. Foolishly, he begins to hope that «Be» will indeed be removed from the board, because he is no longer useful to the now-superior «Ah!». He gloats at the prospect of being able to win in only a few more brillant moves.
His next moves are no more brilliant than any of his earlier ones, however. Because «Ah!» has never really comprehended THE GAME, he is capable only of repeating or varying his previous moves. And since he is moving, he mistakenly thinks he is still playing THE GAME – and progressing. Actually, his moves are pointless. As «Be» is no longer supplying «Ah!» with goals, «Ah!» accomplishes nothing at all with his dazzling maneuvers.
It is now that THE GAME becomes interesting, as «Be» faces the following choices for his next moves.
«Be» may have become so accustomed to «Ah!’s» interference that he may conclude that it is a necessary part of the GAME – an obstacle that helps him develop his strengths and skills as he seeks to neutralize it. If «Ah!» becomes aware of this, he will present «Be» with a guilt card, which «Be» will accept, believing that he has violated a part of the rules that he had overlooked. «Be» then continues to play for a few more moves, until he realizes that the guilt card is counterfeit. «Be» usually makes a major mistake at this point by throwing the guilt card away, instead of calling for an umpire.
«Be» may also move on for a bit until he is captured by a «See!» player. This can only happen if «Be» is still confused about why «Ah!» cheated him, because «See!’s» play in much the same manner that «Ah!’s» do. Like «Ah!», «See!» is unaware that there is an ULTIMATE OBJECTIVE for THE GAME that unites all players. He regards the other players on the board only as tools to be used for gaining control of the baseboard, which he believes to be the point of THE GAME.
«See!» is even more skilled at counterfeiting cards and confusing and using «Be’s» than «Ah!» is. «Ah!» is a bit shortsighted, usually focusing his efforts on just a single «Be». By contrast, «See!» has discovered that the whole board is full of «Be’s»; he’s worked out a way to manipulate a number of them and keep them all in a state of confusion – depending on him for continual clarification of his counterfeit rules. Of course, if «See!» ever did try to clarify a rule he had just made up, it would demonstrate even to a bewildered «Be» that he didn’t know what he was doing. Like «Ah!», «See!» can only succeed by convincing «Be» that he is honest and interested in helping «Be» with his greater wisdom and insight.
In dealing with «See!», «Be» faces a series of moves that are similar to but more complex than the plays he has already experienced. Eventually, he will again realize that he is being cheated and will stop to think about it. That prepares him to choose another course of action. «Be» may realize that none of the rules that «Ah!» and «See!» have given him applies to the real nature of THE GAME. He continues playing, but ignores «Ah!» and «See!» ; he sees the real objective once again and moves toward it, but repeats his mistake of not calling for an umpire.
While moving along the baseboard in an ordely fashion, «Be» may discover that there are several other kinds of moves he can make. Although he has not considered it before, he learns that he can at any time make broad jumps over any number of squares on the baseboard. He also discovers that he can jump to the upper levels of THE GAME to make a move not otherwise possible to a square on the baseboard. Both «Ah!» and «See!» consider these moves silly, and they ignore them. They aren’t able to duplicate them, anyway.
On his first jump to the upper levels of the board, «Be» is presented a CROWN CARD – the ONLY official card that is issued in THE GAME. «Be» now discovers that everyone else on these upper levels is playing the same game as he, and by the same set of genuine rules.
THE GAME now becomes faster and simpler for «Be» , as he has learned to move on any of the upper levels and then return to any point on the baseboard. «Be» also discovers that he can receive help from those who play exclusively on the upper boards.
The more «Be» jumps to the upper levels, the sooner he learns that such jumps are necessary in order to reach the actual objective of THE GAME. «Ah!» and «See!» seldom grasp this truth – if they do, they are then presented with the only rule book and sent back to start THE GAME over again as a «Be».
«Be» eventually elects to play on the upper boards exclusively. He then becomes a «BE!» and selects one or more «Be’s» to help on the baseboard.
Having lost their captive «Be» player to the upper levels, «Ah!»and «See!» may get together and begin digging tunnels under the baseboard and writing graffiti on the squares. The next "Be" who comes along will have to clean up the mess.
After many tries and new beginnings, "Ah!" and "See!" eventually do learn to become «Be’s». There is always hope for them, in spite of themselves.
And that is the reason why «Be» never called an umpire . »
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