For certain fortunate people there is something which transcends all classifications of behaviour, and that is awareness; something which rises above the programming of the past, and that is spontaneity; and something that is more rewarding than games, and that is intimacy.

Wasteful moves are eliminated, and more and more purpose is condensed into each move. “Beautiful friendships” are often based on the fact that the players complement each other with great economy and satisfaction, so that there is a maximum yield with a minimum effort from the games they play with each other.

The solitary individual can structure time in two ways: activity and fantasy. An individual can remain solitary even in the presence of others, as every schoolteacher knows. When one is a member of a social aggregation of two or more people, there are several options for structuring time. In order of complexity, these are: (1) Rituals; (2) Pastimes; (3) Games; (4) Intimacy; and (5) Activity, which may form a matrix for any of the others. The goal of each member of the aggregation is to obtain as many satisfactions as possible from his transactions with other members. The more accessible he is, the more satisfactions he can obtain. Most of the programming of his social operations is automatic. Since some of the ‘satisfactions’ obtained under this programming, such as self-destructive ones, are difficult to recognize in the usual sense of the word ‘satisfactions’, it would be better to substitute some more non-committal term, such as ‘gains’ or ‘advantages’.

Negatives are usually said loud and clear, with vigorous enforcement, while positives often fall like raindrops on the stream of life, making little sound and only small ripples. ‘Work hard!’ is found in copybooks, but ‘Stop loafing!’ is more likely to be heard in the home. ‘Always be on time’ is an instructive motto, but ‘Don’t be late!’ is heard more frequently in real life, and ‘Don’t be stupid!’ is more popular than ‘Be bright!

The essential and similar feature of both procedures and rituals is that they are stereotyped. Once the first transaction has been initiated, the whole series is predictable and follows a predetermined course to a foreordained conclusion unless special conditions arise.

"Raising" children is primarily a matter of teaching them what games to play. Different cultures and different social classes favor different types of games, and various tribes and families favor different variations of these. That is the cultural significance of games.

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