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>
>All Games are
Abberative
>
>
>A couple of recent
emails on the International Viewpoints email list contained this line and made
me realize I did not know if it was true or
not. I felt I should know if it was true
or not. I did a little research and
found the following. Be sure to read the
definitions in their entirety or you won’t see the proof of my assertions.
>
>Pete
>
>All Games are Abberative
>
>
>It appears from
the definitions below that there are three activities a person can do: play,
work and games. Playing is activity without a purpose. Work is activity with a
purpose
i.e. growing vegetables. Games are activities with beings in opposition, i.e.
football, basketball, or war.
>
>
>
>Games are activities with postulates in
opposition.
>
>
>Since games are
activities with terminals in opposition; there must be a term for activities
with terminals in agreement. In TROM (The Resolution of Mind by Dennis
Stephens) this is recognized as Communication. Though the tech dictionary
definition does not state that the terminals willingly postulate to communicate
and receive the communication it is implied by the communication triangle which
states that communication raises reality and affinity.
>My first thought
on the definition of aberration was that it is reactive mind content that
compels old solutions to current situations; in fact the definition is any
deviation from a straight line so it is apparent that "All games are
aberrative". Any activity that is opposed causes the being to take action
to overcome the opposition and this is less than a perfect straight line from A
to B. therefore, aberration.
>
>
>ARC locks and
secondaries are enforced or inhibited affinity reality or communication and are
therefore Games. (postulate counter postulate). Locks and secondaries change
future behavior when restimulated, therefore
Games are abberative.
>
>
>
>ARC locks and
secondaries link to the pain and unconsciousness of engrams that are
restimulated by conditions in the present environment. Therefore games are
abberative.
>
>
>Games are played
with varying degrees of seriousness. When a father plays the first game of
checkers with his son it is played to let the son win and encourage junior to
want to play again. War starts out as life or death seriousness and graduates
up to genocide by weapons of mass destruction.
>As the seriousness
or importance of the game rises the consideration for the welfare or humanity
of the opponent declines. Games then change from ending in a win/lose result to
ending with an overt/motivator. The winner commits an overt of forcing his
postulate on the loser who does not want it but must accept it as he decides he
cannot continue the game. Games can only end when the loser accepts , agrees
with or makes his own, the postulate of the winner.
>Overts and
motivators compel the beings future behavior so these are abberative for both
the winner and loser of a game.
>
>
>Engaging in a
serious game, like war, can traumatize the being and result in Post Traumatic
Stress Syndrome which is, I suspect, a GPM. Again abberation.
>
>
>Losing a game
occurs when the being decides he can no longer play the game, he has no chance
to succeed or ability to play. He may
decide to never play the game again. Again aberration.
>
>
>The father/son
checker game was played with both intending for the son to win so it was not a
game. All games are abberative.
>
>Tech Dictionary
Definitions:
>ABERRATE, to make
something diverge from a straight line. The word comes basically from optics.
(Dn 55!, p. 65) -adi. Aberrated, departed from rationality, deranged. (EOS, p.
14)
>
>ABERRATION, 1. a departure from rational thought or behavior. From the
Latin, aberrare, to wander from; Latin, ab, away, errare, to wander. It means
basically to err, to make mistakes, or more specifically to have fixed ideas
which are not true. The word is also used in its scientific sense. It means
departure from a straight line. If a line should go from A to B, then if it is
"aberrated" it would go from A to some other point, to some other point,
to some other point, to some other point, to some other point and finally
arrive at B.
>
> Taken in its scientific sense, it
would also mean the lack of straightness or to see crookedly as, in example, a
man sees a horse but thinks he sees an elephant.
>Aberrated conduct would be wrong conduct, or conduct not supported by
reason. When a person has engrams, these tend to deflect what would be his
normal ability to
perceive truth and bring about an aberrated view of situations which then would
cause an aberrated reaction to them.
>
>Aberration is opposed to sanity, which would be its opposite. (LRH Def.
Notes)
>2. An aberrated person wanders from his self-determined course. He no
longer goes where he wants to go now, but goes where he has wanted to go in the
past. His course is, therefore, not rational, and he seems to go wherever the
environment pushes him. He has as many aberrations as he has hidden
contrasurvival decisions in his past. (Abil 114A)
>3. mental derangement, any irrational condition. (DMSMH, p. 102)
>4. the aberree's reactions to and difficulties with his current
environment. (DTOT, p. 127)
>5. the manifestation of an engram, and is serious only when it
influences the competence of the individual in his environment. (Sen Jour 28-0)
> 6. the degree of residual plus or
minus randomity accumulated by compelling, inhibiting or unwarranted assisting
of efforts on the part of other organisms or the physical (material) universe.
(Sen 0-8, p. 86)
>
>COMMUNICATION
FORMULA, 1. communication is the interchange of ideas or objects between two
people or terminals. The Formula of Communication and its precise definition
is: Cause, Distance, Effect with Intention and Attention and a duplication at
Effect of what emanates from Cause. (PXL Gloss) 2. The formula of communication
is: Cause, Distance, Effect with Intention, Attention and Duplication with
Understanding.
(HCOB 5 Apr 73)
>ARC, 1. a word
from the initial letters of Affinity, Reality, Communieation which together
equate to Understanding. It is pronounced by stating its letters, A-R-C. To
Scientologists it has come to mean good feeling, love or friendliness, such as
"He was in ARC with his friend." One does not, however, fall out of ARC,
he has an ARC break. (LRH Def. Notes)
>
>2.
ARC=Understanding and Time. A=Space and the willingness to occupy the same
space of. R=Mass or agreement. C=Energy or Recognition. (HCOB 27 Sept 68 II)
>3. affinity is a
type of energy and can be produced at will. Reality is agreement; too much
agreement under duress brings about the banishment of one's entire
consciousness.
Communication, however, is far more important than affinity or reality, for it
is the operation, the action by which one experiences emotion and by which one
agrees. (PAB 1)
>4. the triagonal
manifestation of theta, each aspect affecting the other two. (SOS Gloss)
>
>ARC LOCKS, 1. a
type of lock which results when affinity, communication, or reality is forced
upon the individual by the environment when he does not want it, when it is not
rationally necessary, or when one or more of these is inhibited or denied to the
individual by others in the environment. (SOS, p. 113) 2. "permanent"
encystments of entheta resulting from the enturbulation of theta by
enforcements or inhibitions of affinity, reality or communication and the
trapping of this enturbulated theta by the physical pain of some engram or
chain of engrams whose perceptics are approximated in the present-time
enturbulation. Locks are analytical experiences. (SOS Gloss)
>
>ARC SECONDARIES,
ARC locks of such magnitude that they must be run as engrams in processing. Or,
since locks are often run as engrams, ARC locks of great magnitude. (SOS Gloss)
>
>WORK, 1. work, in
essence, is simply the handling of effort, the use of effort. (2ACC-30B,
5312CM2l) 2. play should be called "work without a purpose." It could
also be called "activity without purpose." That would make work be
defined as "activity with purpose." (POW, p. 32)
>
>GAME, 1. any state
of beingness wherein exist awareness, problems, havingness and freedom
(separateness) each in some degree. (PAB 73) 2. a contest of person against
person, or team against team. (PAB 84) 3. all games are continuing by
definition, since an unstarted game isn't a game and a finished game isn't a
game.
(PAB 101) 4. a game consists of freedoms, barriers, and purposes. (POW, p. 60)
>PROBLEM, 1. a
problem is postulate-counter-postulate, terminal-counter- terminal,
force-counter-force. It's one thing versus another thing. You've got two forces
or two ideas which are interlocked of comparable magnitude and the thing stops
right there. All right, now with these two things one stuck against the other
you get a sort of a timelessness, it floats in time. (SH Spec 82, 6111C21)
>OVERT ACT, 1. an
overt act is not just injuring someone or something; an overt act is an act of
omission or commission which does the least good for the least number of
dynamics
or the most harm to the greatest number of dynamics. (HCO PL 1 Nov 70 III) 2.
an intentionally committed harmful act committed in an effort to resolve a
problem. (SH Spec 44, 6410C27) 3. That thing which you do which you aren't
willing to have happen to you. (lSH ACC 10, 6009C14)
>OVERT-MOTIVATOR
SEQUENCE, 1. if a fellow does an overt, he will then believe he's got to have a
motivator or that he has had a motivator. (AHMC 2, 6012C31) 2. the sequence
wherein someone who has committed an overt has to claim the existence of
motivators. The motivators are then likely to be used to justify committing
further overt acts. (PXL Gloss)
>MOTIVATOR, 1. an
aggressive or destructive act received by the person or one of the dynamics. It
is called a motivator because it tends to prompt that one pays it back-it
"motivates" a new overt. (HCOB 20 May 68) 2. something which the
person feels has been done to him, which he is not willing to have happen. (HCO
Info Ltr 2 Sept 64) 3. an act received by the person or individual causing
injury, reduction or degradation of his beingness, person, associations or
dynamics. (HCOB 1 Nov 68 II) 4. An overt act against oneself by another. In
other words, a motivator is a harmful action performed by somebody else against
oneself. (8ACC-14, 5410CM20)
>LOSE, intending to
do something and not doing it, and intending not to do something and doing it.
(SH Spec 278, 6306C25)
>WIN, intending to
do something and doing it or intending not to do something and not doing it.
(SH Spec 278, 6306C25)
>GOALS PROBLEM MASS, 1. the goal has been balked for eons by opposing
forces. The goal pointed one way, the opposing forces point exactly opposite
and against it. If you took two fire hoses and pointed them at each other,
their streams would not reach each other's nozzles, but would splatter against
one another in midair. If this splatter were to hang there, it would be a ball
of messed up water. Call hose A the force the pc has used to execute his goal.
Call hose B the force other dynamics have used to oppose that goal. Where these
two forces have perpetually met, a mental mass is created. This is the picture
of any problem- force opposing force with resultant mass. Where the pc's goal
meets constant opposition, you have in the reactive mind the resultant mass
caused by the two forces Goal= force of getting it done, Opposition=force
opposing it getting done. This is the goal problem mass. (HCOB 20 Nov 61) 2. is
fundamentally founded on a goal. They're a conglomeration of identities which
are counter-opposed, and these identities are hung up on the
postulate-counter-postulate of a problem. (SH Spec 243, 6302C26) 3. constituted
of items, beingnesses, that the person has been and has fought. (SH Spec
137, 6204C24) 4. The problem created by two or more opposing ideas which being
opposed,
balanced, and unresolved, make a mass. It's a mental energy mass. (SH Spec 83,
6612C06) 5. items (valences) in opposition to one another. Any pair of these
items, in opposition to each other. constitute a specific problem. (HCOB 23 Nov
62)
>
>
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