
This month, I’m going to be learning more about Eric Berne’s theories around games. Games, according to Berne, are one way that we spend our time with others, and like most things we do, it is a way to avoid true intimacy while engaging in social behaviour. Berne theorised that we structured our social time in certain ways that could be categorised easily. He wrote in Games People Play that “a game is an ongoing series of complementary ulterior transactions progressing to a well-defined, predictable outcome.”
Stripping away the jargon, he’s basically saying that these are patterns of interactions that on the surface have one purpose, but on a deeper level have another purpose. These behaviours are complementary in the sense that if all parties continue to engage, they can continue all the live-long day. It might seem strange to say, since lots of games involve arguments, but I’m sure lots of you can, like me, bicker and argue for as long as anyone else wants to.
In true therapist style, I’ll be focusing on the way these things can go badly, but it’s important to remember that we all do these things, and usually it’s fine. There are even ways to play games in healthy ways that make the world a better place. So if you notice that you do this, you don’t have to worry about being ‘bad’ or needing to fix yourself. It’s just something to notice and understand, and then if you want to do the work to fix it, you can.
Berne came up with seven classifications for games, and today I’m looking at life games.
Life Games
Life games are basically games that people can play over the course of an entire lifetime. They aren’t isolated events; they’re more like lifelong patterns of behaviour. Because they are so over-arching, other games can be played within these games.
Alcoholic
Roles:
- Alcoholic – the addict
- Persecutor – the person who will punish the addict. This is usually a spouse or someone close to them
- Rescuer – someone who wants to help the addict get better
- Patsy/Dummy – a well-meaning enabler
- Connexion – the person who supplies the high
Purpose: Avoiding responsibility, getting attention
This game can be played with anywhere from two to five people. The person closest to the Alcoholic can play Persecutor, Rescuer and Patsy, all at different points of the day, especially at the beginning of the game. Imagine the Alcoholic gets drunk or gambles, whatever their addiction is. The other person can take care of them after the binge (Patsy), then berate, harangue or punish them the next morning (Persecutor), then spend all day finding resources or institutions to help them (Rescuer).
Berne says that the main goal of this game isn’t to indulge the addiction, though that undoubtedly feels good, too. The actual goal is “the psychological torment” the addict gets to put themselves through after a binge. So the actual payoff is the morning after, when the addict tortures themselves by recounting, almost as in a confession, the things they did, or by having the physical pain of a hangover.
Now, here is where the theory starts to make me uncomfortable, and in fact is the whole reason I started to write this. Berne says that 12-step programmes like Alcoholics Anonymous only perpetuate the game. First, Berne says it gives the Alcoholic ample time and space to continue the psychological torment of recounting what they did and how awful it was. Then, if the room full of Rescuers successfully helps them avoid the substance, they can move into the Rescuer role themselves, and the game can continue, just without the first step.
In the book, Berne makes it clear that he doesn’t buy into the idea that addiction is a medical issue. He thinks an appropriate treatment is script analysis, redecision and relearning. I am only a student, but this just flies in the face of everything I’ve been taught about addiction. I know several people who have been helped with those programmes, and it just seems too simplistic to say it’s 100% based on unconscious decisions people made in their earliest years.
Maybe there’s just no space for equivocation or nuance in a book that is trying to sell a wide, general audience on a relatively new theory of human interaction, but this dismissiveness has made it very hard for me to engage with this part of the theory. But anyway, let’s move on.
Debtor
Roles:
- Debtor
- Creditor
Purpose: ?? I’m not sure. Berne didn’t really explain it, and I’m having trouble finding anyone else talking about this one.
This is a life game that is highly prized in our culture. As Berne puts it, we celebrate getting into debt, but not out of it. Weddings, education, mortgages – all of these are worthy of large social celebrations and most of these require hefty loans to achieve – but paying off the debt might be marked with a dinner or a Facebook post.
It becomes even more game-y when it comes to paying. Sometimes the Debtor plays “Try and Collect”, where they stop making payments. If the Creditor tries to collect a few times and gives up, the Debitor wins by not having to pay anymore. If the Creditor keeps persisting and ends up pursuing legal action, the Debtor gets to switch to “Now I Got You, You Son of a Bitch”. In that game, the Debtor gets to ‘catch’ the Creditor being greedy and ruthless, like all creditors, and the Debtor gets to rant and rave about how awful the Creditor is. In that way, the Debtor gets to win, because they get to feel aggrieved and victimised and receive lots of attention.
Berne says the only way out of this game is either to insist on full cash payments, up front, if you’re the Creditor, or laughing at the Creditor if you’re the Debtor. Is there a way to engage with this therapeutically? Presumably Berne would recommend script analysis, redecision and relearning, but he doesn’t give as much space to this life game as Alcoholic.
If I’m honest, I don’t really understand this one. I get the point about our society valuing getting into debt over getting out of it, but again, it feels like a misunderstanding of what really happens. Most people pay their debts. Does this mean that they aren’t playing the game? Or does it mean they are playing the game in a healthy way?
Kick Me
Roles:
- The One Who is Kicked
- The Kicker
Purpose: Avoidance of deeper feelings, attention
There is someone you know who walks around with a metaphorical “Don’t kick me” sign on their back. Eventually, someone will inevitably give in to the temptation, and the person will complain “But the sign said DON’T kick me!” And if no one kicks them, they will become increasingly egregious in their behaviour, until someone eventually caves and kicks them. That is this game in a nutshell.
If you’re anything like me, someone immediately popped into your head when you thought about this game. These are people who consistently behave terribly until they are dumped, fired or otherwise rejected by people, then they get to play the game ‘Why Does This Always Happen to Me?’ Another interesting version is when they come into some success and then surround themselves with people who will ensure their fortunes are spent.
It seems to me that these people don’t believe that they deserve intimacy or success, which is why they drive it away. It becomes a self-fulfilling prophecy, which reinforces the belief, which then encourages the person to continue playing the game throughout their life.
My supervisor once said to me that if there is a game you instantly want to avoid thinking about, then it’s probably one you play on the regular. Interestingly, Eric Berne wrote only four paragraphs about this game, compared to the seven pages he wrote about Alcoholic.
Now I’ve Got You, You Son of a Bitch
Roles:
- Aggressor
- Victim
Purpose: Justification for rage, avoiding confronting deeper feelings, reinforcing the idea that others are always out to get you
Berne encourages us to think about this game as a classic game of poker. The Aggressor gets an unbeatable hand – four aces. The Victim tries to bluff, so the Aggressor plays with them a little bit, letting them draw out the bluff before letting the hammer fall.
This is lots of folks’ favourite game, obviously because it’s fun to get to swear in such intellectual spheres. But it’s also incredibly common. I often find myself in arguments, searching not for a solution but for the phrase I can use against the person I’m fighting. I feel like I even think something along the lines of “oooh, I’ve got you now!”
Of course, like most games, it doesn’t help resolve anything. It just keeps us in an endless ‘gotcha’ loop. Because for me, it provides a justification for my rage, and it allows me to be angry about this thing, instead of confronting the deeper sources of my already existing rage. My partner can only get out of this game by refusing to also get angry and sticking strictly to the facts of the argument. For us, what usually happens is that he stays calm long enough for me to realise what I’m doing. Luckily, through therapy I’m learning to shorten the time from anger to pausing and resetting.
See What You Made Me Do
Roles:
- Persecutor
- Victim
Purpose: Vindication and justifiable anger
This game is most commonly played in families – either between spouses or from parents to children.
The first-degree version of the game is where the Persecutor takes themselves away to do some solitary task that requires concentration. The Victim comes in with an interruption, and the Persecutor slips, messing up their project. The Persecutor then gets to yell “see what you made me do??!!” and angrily kick the Victim out. Of course, it wasn’t the interruption that caused the damage to the project; it was the Persecutor’s immediate anger.
The second-degree version of the game is a little more complex. The Persecutor will defer decisions to the Victim. Either the Persecutor gets to save energy and have a pleasant experience when the Victim chooses what the Persecutor wanted all along, or they get to be angry any time the Victim’s choice is less than ideal. Partners often do this with dinner ideas. One partner will always ask the other where they want to eat or what they want for dinner, and the other will make a suggestion. If it is a suggestion the first partner is happy with, they get the benefit of getting what they want, without having the responsibility of thinking about it. And if the restaurant is bad or the dinner takes too long to cook, the first partner has the benefit of getting to be the aggrieved partner, since it was the second partner’s responsibility to pick well.
This version of the game can also be played at work, where a manager might ask their subordinate for suggestions. The manager will put those suggestions into action and will either reap the praise if it works, or pass the blame to the others if it fails. This game is only really successfully played in that direction at work. If the subordinate tries to do this to the manager, the subordinate will find themselves out of work quickly.
The best way to address this game is to avoid interrupting the Persecutor in a first-degree game, and to throw the decisions back onto the Persecutor in the second-degree game. This can cause the Persecutor to become agitated, though, so it’s not a way to avoid conflict.
So this is my brief introduction to life games. Tune in soon for my write-ups of Berne’s other kinds of games: marital (or relationship) games, party games, sexual games, underworld games, consulting room games and good games.

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