...relationship based on the roles parent/adult/child that every person plays and presents life stories as scripts that can be good or bad. This book is considered by many to be Eric Berne's sequel to Games People Play. Although Berne published other books since Games People Play was released in 1964, most of those works were oriented towards those trained in psychotherapy and not towards the individuals who made Games People Play a two-year bestseller. The book is his last book completed just before his death in 1970. Berne's bad luck was that he wrote the book in 1970 when psychology was going through a bad patch with a flood of bizarre systems appearing. The good gets lost with the bad and transactional analysis now tends to be labeled as an outmoded California fashion related to Freudianism. In the preface he says that the book is "primarily intended as an advanced textbook of psychotherapy, and professionals of different backgrounds should have no difficulty in translating into their own dialects the short and simple annals of transactional analysis. No doubt some non-professionals will read it too, and for that reason I have tried to make it accessible to them. It may demand thinking, but I hope it will not require deciphering." This is a fair statement as it is a book that has to be read in its entirety to work. He uses handy memorable terms for scripts and their elements and the reader can become familiar with rackets, games and trading stamps along with other tools and in the last...
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...Formal / Summative Assessment One 1750 word essay applying the principles and theory of supervision to the students' own experiences. Title –‘The importance of supervision within the counselling profession.’ This will include references to personal experiences of supervision. 1750 words Please note: Students who have not yet experienced any supervision will need to make sure they have had the minimum of one session before they write the assignment (see assignment criteria two). The programme has a list of recommended supervisors students can refer to in order to arrange a one to one session with an appropriate supervisor. Assignment Criteria 1. Analysis of basic concepts and principles of good quality supervision. 2. Evaluation of students own use of supervision. 3. Application of the notion of the internal supervisor to student’s evaluation of their own use of supervision. 4. Clarity of expression and relevant literacy references. Title –‘The importance of supervision within the counselling profession.’ This will include references to personal experiences of supervision. 1750 words INTRODUCTION Bayner & Jinks maintain that supervision both safeguards the client and facilitates the effectiveness of the counsellor 1. Analysis (break into elements or component parts/describe the main ideas in depth, showing why they are important and how they are connected) of basic concepts (theory, model hypothesis and principles (values, ideology)...
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...In the movie The Princess Bride, the outlaw Vizzini is challenged to a game of wits by Wesley. Vizzini is offered two goblets of wine and must determine which one holds the poison. This situation includes all the four elements of a game as described by Professor Stevens. The first element of a game is players. A game must have at least two players. In the movie The Princess Bride, Vizzini and Wesley are the players in the game. The second element of a game is common knowledge. Common knowledge is where every player has the same information and is aware that the other players have the same information. It was common knowledge to both Wesley and Vizzini that only Wesley knew which goblet had poison in it. It was also common knowledge that only one goblet could be chosen by Vizzini in that they would both drink their wine at the same time. The third element of the game is payoffs. The payoff of the game is the degree to which each player is satisfied with an outcome. The payoff for Vizzini and Wesley was very similar in that the opponent would be dead from drinking the poison and the winner would get the Princess. The fourth element of the game is strategy. Strategy is what decision would be made by the player in every situation the player finds himself in. When Vizzini found himself in this situation of choosing a cup and whether to be a clever man or a great fool, he decided to use a strategy that would create a diversion and switch the cups ensuring he alone knew which cup he...
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...Since most hockey players devote their times and energy to be ready for the game after several practices of body checking, if it is forbidden, their aspiration will be useless. For instance, the mother of four sons, Katherine Devlin reports,“ her 10-year-old son Sean was “devastated.” Sean had been preparing for his first hockey season with body checking” (Feschuk, Dave 2013). The chance of getting harmed will be lessen while having full of equipment on the body. To be clear, Devlin describes, “And I would prefer they’re out on the schoolyard or in a park or in my living room, for that matter” (Feschuk, 2013). This quotation clearly demonstrates how parents truly believe in body checking. However, Devlin forgot that Helmet couldn’t protect children from getting brain damage. As an illustration, Cherry utters, “Brains are delicate, and they run our bodies and minds. When they are flung around inside the skull, which is weirdly enough rough on the inside, they don’t do too well” (The Huffington Post, 2013). Not only is body checking prevention, but one of the skills. Devlin points out that “ I saw my son’s team using hitting as just another skill” (Feschuk, 2013). Despite to the expectation and safety for the game, Mokrzynski argues that “ If Peewee coaches don’t have to teach body checking, they will be able to “spend more time and effort on making them better players” (Bergsma, 2013). In this case, he doesn’t have a specific data to support his arguments how the ban can have...
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...the Nintendo Corporation’s timeline. Before home games systems were even created kids used to have to go out to the arcade and bring plenty of quarters to play games. Parents used to be worried because anything could happen to their kids on the way to, at, and coming from the arcade. With this threat gamers came up with an idea to make a home game system, “Introduced in 1985, the NES was an instant hit. Over the course of the next two years, it almost single-handedly revitalized the video game industry. Selling over 60 million units, people brought games like Mario and Zelda into their homes for the first time on the NES (Corporate, 2011)”. With the success of that game system Nintendo picked it up a notch and came out with the Nintendo game boy in 1989, that system sold 150 million systems worldwide. With the success of that game system they dropped the Super Nintendo in 1991 which sold 49 million worldwide. Then with five years to develop, with 3D graphics they dropped the Nintendo 64. Since they were seeing so much success they produced the game boy pocket, “It was smaller than the original Game Boy and came in a variety of colors (Corporate, 2011). The in 01’ the game boy advance came out and it brandished better graphics than all the rest of the other game boy’s. The same year Nintendo disrespected the competition by coming out with the Nintendo game cube in 2001 which made the Nintendo 64 look like yesterday’s news. The Game boy Spa that came out in 2003 flipped up and down...
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...market of mobile games nowadays. In order to successfully launch this mobile game environmental forces must be determined to understand and recognize threaths and opportunities that will help the product cope up in the mobile game industry. Competitive, economic, technological and sociocultural forces will help us understand the supply and demand situation. In the mobile game industry, competition is extreme. There is a large number of competitors which is the game developers characterized by a pure competition. Competitive forces includes all kinds of mobile games such as simulation, role playing games, puzzle and action. These games may affect the demand for the tower defese game due to different preferences of what type of game will a social gamer play. The direct competitor of our mobile game are those games having similar features of a tower defense game.These environmental factors would likely affect the demand of the product.entitled “Mage Defenders” due to many competing mobile games in the global market. Since mobile games becomes more popular every now and then, many game developers aim to create the most addictive and fascinating game. That’s why mobile games needs to be updated and relevant every now and then. The supply of the game would remain unlimited and available for IOS devices, since it will be offered for free and buyers would only pay for the upgrade of the game. Economic forces also affect the demand of the game. Since IOS devices...
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...Government vs. Video Games Michael Winchester Governments are strongly against kids playing video games and the government is wrong. The government thinks if kids are play video games that have graphic violence, sex, violent scenes, gory scenes, partial nudity, full nudity, portrayal of criminal behavior they will become criminals. There is a wide assortment of games out there and not all of them are bad. The games that those people think are bad are rated for adults only, not for kids and it’s the parents fault for letting kids play them. Video games are for fun, they’re not a reference for how to be a violent person. Parents should be monitoring their kids more often. I am a very firm believer in the thought that video games are meant to be for fun and do not affect how violent a person may become. The Government looks at video games completely the wrong way. One of their thoughts is that when someone plays to many video games it can make them violent and can make them into criminals. Looking at the classic game of "Cops and Robbers" and "Cowboys and Indians": children pretend to rob banks and shoot cops dead; toy guns or imaginary weapons are aimed at opponents; losers are supposed to "play dead." Fast-forward to the present and the debate over video game regulation. (Thierer, 2003) The recently introduced bill H.R. 669 by Rep. Joe Baca (D-CA), "The Protect Children from Video Game Sex and Violence Act of 2003." This bill would impose fines on anyone who sells or rents...
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...Effects of video games on society The future of entertainment revolves around technology. Video games become more and more realistic. Gaming is now mainstream. And if there is anyone who doubts this, the figures speak for themselves. By age 21, an average person in a developed economy would have spent more than 10 000 hours playing computer games (http://memeburn.com) — this is comparable to the total time we spend at school. The main consumers for violent video games are in fact teens and people in their early 30s. More ways of playing violent video games are created each year, but most of us have this question in mind. Do violent video games influence people to act aggressively? Overplaying video games can have many disastrous effects on people limiting gameplay can have multiple positive effects. Overplaying can incite young players to act violently. Repetitive killing can train them to act aggressively. Most video games are just killing if the player does these actions to often he can subconsciously learn those actions and be violent himself in theory. In a study two groups of kids were asked to play violent video games more than another group. The group who had more exposure to the game was more violent than the one who did not play as much. (CNN.com) Playing too many violent video games can make the player think violence is fun. When the game is played the teen can associates violence with entertainment. Also for performing violent acts the player always gets...
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...of computer games on society Playing computer games has its benefits and its drawbacks. It is extremely important to highlight both of these aspects due to the hundreds of millions of people and children who play them. In this report, we will explain four benefits and four drawbacks of playing computer games. Benefits Social connection The majority of computer games in the modern day allow for gamers to be involved in multi-person play, whether this is with people present in the same room or people all around the world which are connected online. This means that playing computer games is an extremely popular social activity, and one which is discussed among gamers among themselves. If somebody doesn’t play computer games, they might find themselves left out of the conversation. This is definitely not a bad thing, and does not mean that everybody has to play computer games; it just shows how popular computer games are as a social activity. Having friends online can help people deal with daily struggles in their life, which is why the social connection is one of the most important benefits of playing computer games. Better vision Playing computer games can vastly improve one’s visual skills, including eye-to-hand co-ordination and improved reaction times. Also, gamers will learn to think fast in pressured situations. All these are skills which can be used in everyday life. Research has been carried out on older drivers, which concluded that playing video games reduced the...
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...way video games are played. There was early success with Play, but this was quickly lost with the release of Groove. The main reasons for the problems lay in the marketing strategy. The first group came up with ideas that Sony can use to improve the EyeToy and its marketing. They dealt with the games, budgets, packaging, and advertisements that would benefit Sony. We feel that there are better options for Sony to take. For games, third parties should be allowed to create all the games. This will get more games on the market and will also free up funds, dedicated to game development, to be used elsewhere. The games should not be bundled with the camera. Any bundling should be done with the camera and the console, either the Playstation 2 or 3. More emphasis should be placed on the Japan and American markets. These are the biggest markets for video games and should be targeted. The first group failed to come up with a plan to attack this. Following is our strategy to make EyeToy a success. Games: In order for EyeToy to be a success, more games need to be in the market. This is the area SCEE needs to focus on at this point. There are several different options that can be taken by them. They can solely develop one main title or several smaller ones. They could also let third parties handle the games and let them create feature games just for the EyeToy or add mini games for the EyeToy on normal games. Mini games: The key is to get more options out there for the gamers to play. To do...
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...Approval Sheet This thesis entitled “The Effects of Computer-Game Playing to the Academic Performance of the Grade 10 students of Don Bosco College – Basic Education Department High School Level School Year 2015-2016”, prepared and submitted by Syrell B. Almazan, Axl B. Cantil, Jorish B. Del Rosario, and Cyrihl C. Velasquez, in partial fulfillment of the requirements in English X, is hereby recommended for oral examination. Mr. Artell L. Almonte Subject Teacher Approved by the Committee on Oral Examination with a grade of _____. Mrs. Ma. Fatima A. Alarcon Mr. Joseph Christopher DT. Briana Member Member Mrs. Carolina B. Campos Ms. Vilma Rosa R. Dorado Member Member Mrs. Anita V. Maullion Mr. Wally A. Micosa Member Member Mr. Erbert V. dela Resma Chairman Accepted and approved in partial fulfillment of the requirements in English X. Rev. Fr. Regulus M. Porlucas, SDB Principal Date: __________ Acknowledgment Thanks to those teachers who helped us, especially Sir Erbert Dela Resma who gave the formula and Ma’am Joyce Bacuyag for helping us on how to compute the data. Also thanks to the aunt of Cyrihl Velasques for helping us on how to create a thesis Thank you. Dedication We dedicate this research to our Almighty Father for giving us strength in making this thesis. Next, to our beloved teachers and also to our classmates, the Grade 10 Caravario...
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...SJC-Cavite High School Student Grade 7 Ignore Their Study Just to Play DOTA Group name: Justine Movido Kennedy Dalondonan Gemboy Nunez Gabriel Cailing Deither Pastolero Jefferson Bacanto Section: Grade 7 – St. Anthony CHAPTER 1 Introduction: The high school students ignore their study because of playing DOTA, specially the boys. Some of the High school students common at the boys regret to focus their studies because of playing computer games like DOTA. They wanted to finish the school or cut their classes to play DOTA. Students also spend their money to play DOTA with friends and ask some of them to lay and if who win they’ll get their money back of earning it double than their normal money. DOTA is a computer game a war game of a warrior that reaching their goal, defending their territory. Problem: The students can’t focus their studies cause of DOTA. Because of it they fail their grades at school. Mostly students go to computer shop to play DOTA not to research their assignment or projects. They even ignore their parents of focusing to study hard and stop spending their money just to play DOTA. Background of the study: Drawing inspiration from a popular starcraftmod known as aeon of strife the first version of DOTA was released in the middle of 2003 by an individual know only by hispseudonym Eul. Statement of the problem: The problem is high school students are not participating in the class because of playing DOTA, many high school students...
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...Should Parents Allow Their Children to Play Video Games? Video games can best be defined as an interactive electronic game that requires players to control the movement of the character by using a controller and gain points and money, to say the least. Almost all video games require a medium for it to process the movements and actions of the player. The medium can be in a form of a game console, a disc where the game information is stored, a computer and sometimes both disc and console put together. For example, the Xbox or the Playstation require both the console and disc where as some games can be downloaded through the internet. The first form of video game that appeared on departmental store shelves was ‘Pong’ where basically the game was ping pong in an electronic appearance. The game had 2 straight lines that represented the paddles and a dot that represented the ball. The rules of the game was similar to its real counterpart, of that if one player did not hit the ball, the other player would gain one point. Before the game was introduced in a home version, the game was in arcades where children and adults would come and play (Winter, 2010). And ever since the video game was created, it would be surrounded by controversies where people always pointed out the negative effects of it just to get their kids off video games. Today, the video game has evolved rapidly and there are games developed for adults and games are played worldwide. Game consoles have evolved through the years...
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... ENG 101-001 04-09-2014 Violent Video Games and Their Alleged Effect Douglas A. Gentile writes that there are positive and negative aspects of video games. If you take video games that do not involve violence, but education instead, you find a positive outcome. Video games could very well be the new form of education to a certain degree. Things like coordination skills, memorization, and even learning a foreign language could be possible outcomes. Violent games on the other hand are a different story in and of themselves. Violent video games are defined as, any game where players can self- inflict harm on something (or someone) in the game. Time is also a huge factor. Putting a school aged kid in front of a violent video game, and allowing him to play for hours a day, will most likely decrease their ability to fulfill academic goals. The answer to this problem is to just limit the amount of time in front of a screen to one or two hours a day (non-academic). Also, limit the amount of violent games and encourage the more educational ones. “The conclusion I draw from the accumulated research is that the question of whether video games are “good” or “bad” for children is oversimplified” (Gentile). The discussion on whether video game play affects sociable behavior could be a matter of dialogue. Several argue that aggression and violence are plagued by video game play, whereas this stance is debatable by others. The...
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...have all played video games at least a few times in our life and moms have always said, “Those video games will rot your brain out,” but will they actually “rot” the brain? Studies are showing that moms could be wrong when she says “video games will rot your brain out,” and they could actually be beneficial to the brain. But what about violent video games? Surely they cannot be good for you, right? Even violent video games can help develop some areas of the brain (Jaeger), though they may not be the most optimal type of game to be playing if you want to increase your brain as much as you can, but they still help. Video games have both positive and negative effects on the human body. Video games have many benefits on the brain, including better problem solving, more logic, increased hand-eye coordination, improved fine motor skills and more (“The Positive and Negative”). This is just a small chunk of what video games can help the human brain to expand. The human brain is a very complex organ, in fact, it is the most complex organ in the body. The brain has the ability to change, so every time it learns new information then it grows (Jenkins), so when humans play video games the brain can grow in many areas like visual-spatial capacity, visual activity, task sustaining, decision making,...
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