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" "[...] a sow bug crawls across a desk. If he is turned over on his back, one can observe the tremenous struggle he goes through to get on his feet again. During this interval he has 'purpose' in his life. When he succeeds, one can almost see the look of victory in his eyes. [...] And yet mixed with his smugness is a little disappointment. Now that he has come out on top, life seems aimless.
Eric Berne (born Eric Lennard Bernstein May 10, 1910 – July 15, 1970) was an American psychiatrist and writer, best known as the creator of Transactional analysis, and as the author of Games People Play: the Psychology of Human Relations (1964).
Biography information from Wikiquote
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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!
But many times the cage has an open door, and a man has only to walk out if he wishes. If he does not, it is usually his script which keeps him there. That is familiar and reassuring, and after looking out at the great world of freedom with all its joys and dangers, he turns back to the cage with its buttons and levers, knowing that if he keeps busy pushing them, and pushes the right one at the right time, he will be assured of food, drink, and an occasional thrill. But always, such a caged person hopes or fears that some force greater than himself, the Great Experimenter or the Great Computer, will change or end it all.
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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’.