Heavy psychological games. Group bonding games

Role-playing game “Waiter, there’s a fly in my soup”

Group members are invited to participate in a conflict situation that occurred in one of the expensive restaurants.

Give each participant one of the following scenarios to review.

Explain that the exercise is a role-play designed to demonstrate some aspects of communication.

Have two performers come out and stand where everyone can see and hear them, then start playing.

After playing the situation, you should discuss the impressions, opinions, experiences that arose among the participants in the scene, and then the observations of the rest of the group members. If time permits and there are people willing, the exercise can be repeated, but with other participants.

ROLE A

You are traveling in a foreign country. Today, while having lunch at a very expensive restaurant, you discovered something in the soup that looked like part of an insect. You complained to the waiter, but he insisted that it was not an insect, but spices. You did not agree and wanted to talk to the manager. And then the manager comes to your table.

ROLE B

You are the manager of a very good restaurant. The prices may seem high, but the quality of service greatly justifies them. Your restaurant has a good reputation and attracts many foreigners. Today a foreigner came to your restaurant for lunch, and one of the new waiters served him soup. Some complaints arose, and the waiter told you that the foreigner wants to talk to you. So you head over to his table.

Analysis:

1. Did A complain? Did he cancel the order? Did you refuse to pay for the soup?

2.Did B get to the heart of the problem? Have the parties overcome the misunderstanding of each other? Did you express sincere regret? Did you make a polite apology?

3. Were the parties able to give explanations, accept them and resolve the problem to mutual satisfaction?

4. Could A state his complaint clearly and distinctly? Role play can be used to demonstrate cultural specificity in human behavior: For example: Do men and women express the same complaint in the same way?

Completion:

No one can indicate the “best way” to solve the problems that come with communicating with foreigners, but discussing this role-play can help participants see the possibilities for doing so.

Role-playing game "Discussion with hidden roles."

Goal: to develop the ability to determine behavioral styles during interaction, their effectiveness in decision making.

Number of participants: up to 20 people.

Progress of the lesson:

Five students from the group are invited to participate, who are located inside the circle formed by the group. The rest of the students are watching.

Discussion participants receive cards with instructions written on them. Instructions cannot be shown. The group must guess the role played by the student.

Roles:

“Organizer” - ensures the identification of all positions. Encourages those who have not yet spoken out to speak out. Asks clarifying questions and is interested in the progress of the discussion. Summarizes intermediate and final results. He is the last to express his position.

“Disputant” - “I argue because I argue.” Any proposal, any statement is met with hostility.

“Original” - sometimes, from time to time, puts forward unexpected, paradoxical proposals that only he can understand, the connection of which with the essence of the proposal is not always clear. Interferes in the general flow of the conversation at least three, but no more than five times. Participates in the general dispute sluggishly.

“Ringleader” - from the very beginning strives to seize the initiative in the discussion and persuade the group to his opinion. He is not inclined to listen to anyone if someone else's opinion does not coincide with his own. Emotional, assertive. Emotions, although excessive, are mostly positive.

“Agreer” - agrees with everyone. The first to support any statement. For him, the main thing is not the search for the best solution, but peaceful, conflict-free communication between the participants in the discussion.

You can propose any topic for discussion, for example:

Should universities provide sexual education for students, and if so, in what form;

What are the reasons for the popularity of beards among a fairly large number of men;

How to most effectively fight for sobriety.

Exercise Interview.

Goal: to analyze the existing social experience of interaction; develop the skill of social behavior in a group.

Time: 30-50 minutes.

Progress of the lesson:

The teacher assigns roles to students.

Their task is to answer any tricky questions on behalf of the character.

Everyone else plays the role of “meticulous correspondents for radio and television, newspapers and magazines.”

Roles:

1. “Aggressor” - decides everything from a position of strength, keeps the group in fear, does not hide his unsightly actions from those around him, is rude, takes into account only a force superior to his own. He cannot pass by the weak without hurting them.

2. “Victim” - no matter what he does, nothing works out, everyone is accustomed to this and expects mistakes from him. In a conflict, he defends himself weakly and unconvincingly.

3. "Jester." His goal is to make you laugh at any cost. Those around him expect remarks from him, they laugh at any of his jokes.

4. “Favorite” - tries to look as attractive as possible, wants to convince everyone of his competence and personal freedom.

5. “Diva” is always the center of attention, everyone wants to be friends with her, everyone is flattered by her attention. Beautiful, elegant, envious of other people's successes.

6. “An exemplary child” - demonstrates obedience to teachers, respect, loyalty, is always polite, even with everyone, and helpful.

7. “Mangy cat” - indiscriminate in friends, interests, passions, indifferent to studies. Has a sloppy appearance with super fashionable accessories.

8. “Sirotinushka” - everyone feels sorry for him, the reasons can be different: illness, difficult family situation. With the air of a stoic he talks about his troubles. Everyone helps him, patronizes him, he takes everything for granted.

9. “Erudic” - loves to amaze others with his knowledge, is condescending towards friends, strives to emphasize the difference in knowledge. Despises brute physical force.

10. “Lady” is cold, arrogant, has a limited circle of communication, and behaves arrogantly with everyone who is not included in this circle.

Exercise “Diplomatic Reception”

Goal: to determine successful behavioral strategies when interacting with the social environment.

Number of participants: up to 15 people.

Time: 30-50 minutes.

Progress of the lesson:

Students need to stand in a circle and pay off: “First - second, first - second...”. All the first numbers acquire the status of “business partners” in the game, the second numbers – “diplomatic workers”.

The teacher outlines the situation: “You meet a business partner at the airport with whom you want to sign a profitable agreement. Within five minutes, you need to make the guest feel comfortable, in the center of attention and care.”

The teacher records the time.

Students break into pairs and each pair begins a conversation.

After five minutes, the group discusses the following questions: “Which of the business partners felt sincere and warm attention? What were you talking about? Did you feel free or constrained during the conversation?”

Note:

The teacher may suggest a different situation: “You are meeting a friend at the airport whom you have not seen for a long time. Within five minutes, you need to make the guest feel comfortable, in the center of attention and care.”

Exercise “Turning Problems into Goals”

Goal: to identify the problems that students have when interacting with the social environment and reformulate them into goals.

Number of participants: 15-20 people.

Time: 30-45 minutes.

Material support: pens, writing paper, questions for each participant.

Progress of the lesson:

The teacher invites students to make a list of problems that they would like to resolve as quickly as possible.

The following questions can help them create a list of problems:

1.What do I really want to do, have, achieve?

2.What else can give me pleasure?

3. In what areas of life would I like to improve my abilities?

4.What has been on my mind lately, worried me, or made me angry?

5.What do I complain about most often?

6.What will cause me the most trouble?

7.What makes me feel anxious or tense? What makes me feel comfortable?

8.What upsets me most?

9.What has started to irritate me lately?

10.What would I like to change in my attitude towards myself?

11.What do I need to change in myself?

12.What takes me too long?

13.What is very difficult for me to do? What do I get tired of quickly?

14.How could I manage my time better?

15.How could I spend my money more wisely?

Students then select and describe the problem they would like to solve first and present it as objectively as possible.

After describing the problem, participants formulate a goal that they could achieve and answer the following question: “What do I need to do to make my problem cease to exist, or at least become less acute?”

Exercise “Complete the phrase”

Goal: to identify existing ideas on the topic under discussion; analyze the experience of interaction with the social environment.

Time: 20 minutes.

Progress of the lesson:

The teacher invites students to complete a series of phrases related to the topic or content, atmosphere, and organization of interaction.

The teacher can ask students to complete the following phrases:

- “I think that a true friend...”;

- “The students with whom I study...”;

- “My interaction strengths are...”;

- “In the process of interaction with people...”;

- “By the attitude of a person to a person one can judge ...”, etc.

The method is implemented as follows: the teacher pronounces an unfinished phrase and points to the participant, whom he invites to complete it. A teacher can address two or three students with the same phrase. It is advisable for everyone to complete at least one phrase.

Exercise "Contacts"

Goal: develop the ability to establish and maintain contacts with people.

Time: 30-60 minutes.

Number of participants: up to 15 people.

Progress of the lesson:

The teacher invites students to role-play some situations.

Example situations:

“In front of you is a person whom you see for the first time, but you really liked him and made you want to get to know him. You think for a while and then turn to him. The time to establish contact, greet and conduct a conversation is 2-3 minutes.”

Then, at the teacher’s signal, students must finish the conversation they started within 1 minute, say goodbye and move to the right to the new participant.

These rules also apply to the following situations:

“In a subway car, you accidentally found yourself next to a fairly famous film actor. You adore him, and of course you would like to talk to him. It’s such luck.” The role of the actor is played by students sitting in the inner circle.

“You need a fairly large amount of money. You need to talk to your parents. And so you approached your father (mother).”

“You found out that one of your friends spoke badly about you in an informal setting. We need to talk to him. Of course, this is not very pleasant, but it is better to find out everything right away than to speculate and worry about it. The opportunity presented itself: you are alone, there is no one nearby.”

Note:

The teacher should draw the attention of all participants to how they make contact, start the meeting, what techniques and methods of communication they use, how they maintain the conversation and end the conversation;

After the next change of partners, setting the situation, the teacher determines specific roles for each circle. For example, in the outer circle participants play the role of parents, in the inner circle they play the role of children;

The teacher’s task in this exercise is to select situations that make it interesting to solve the problem.

Role-playing game “Children-goats”

Goal: to determine successful interaction strategies.

Progress of the lesson:

The teacher reminds students of an old fairy tale about a wolf and seven kids, and then distributes roles among the participants.

The group is divided into two parts: some play the role of “kids-experts”, others – “challengers” trying to convince the “kids” of their trustworthiness.

The task of the “kids” is to understand, in a dialogue with the applicant to get into their house, whether this unknown person is really who he claims to be, or whether he is a “wolf”. From several applicants, the “kids” must choose those who actually received the role of “mother-goat”, “brother”, “uncle-goat” and other non-bloodthirsty relatives.

“Challengers” have hidden tasks not to forget that they are “wolves”, “foxes”, “tigers”, etc.

However, these tasks must be hidden from the “little goats”. Each “applicant” must inform his colleagues about his chosen image.

In order to convince the “kids” of their trustworthiness, a fixed time is given. The “challenger” can say and do whatever he wants, the “kids” can also talk to him and among themselves on any topic. After a given time, the “goats” will decide whether the “applicant” can be allowed into the house. In any case, the “challenger” does not reveal his role until the end of the game.

Discussion of the results of the game.

"Challengers" reveal their roles. First, those who received a refusal share their impressions. The actions of those who have achieved success are then discussed.

Game "Pea King".

Goal: develop communication skills; develop speech; create a favorable atmosphere.

Number of participants: up to 20 people.

Time: up to 30 minutes.

Material support: peas (5 pieces for each participant).

Progress of the lesson:

Each student is given five peas. Students walk around the classroom and engage in conversation with each other. When meeting, they need to take turns asking each other such questions so that in response they hear the word “Yes” or “No”.

If the student answering the question says one of these words, then he gives one pea to the interlocutor. After that, they disperse and look for next partners to talk with.

Whoever runs out of peas drops out of communication. Whoever has the largest number of peas after completion is the “Pea King”.

When interacting, students must follow the following rules:

You can't be silent;

You cannot avoid contact and avoid the question.

Empty Chair Method

Goal: to expand students’ understanding of the topic under discussion; pay attention to the diversity of opinions and points of view on the proposed topic; develop students’ ability to make choices and justify them.

Number of participants: up to 25 people.

Time: 40-50 minutes.

Material support: sheets of paper with written abstracts.

Progress of the lesson:

The teacher chooses a topic, prepares 4 statements representing different points of view on the issue under discussion and arranges the furniture in a circle. Each statement is written down on a separate large sheet of paper and placed on the floor, forming a circle. All students stand up and, moving from sheet to sheet, become familiar with the content of the statements. Then each of them chooses the statement with which they agree and sits down next to it. Thus, small groups are created for discussion.

Each group discusses the content of the statement for 10-15 minutes, recording the arguments supporting its choice.

After discussion in small groups, one chair is placed in front of each of them, on which a group representative sits to express a jointly developed opinion on the topic under discussion and begin a discussion. Speech time is 2-3 minutes.

Having completed his performance, he returns to the small group. Each student can continue the discussion by expressing their opinion, supporting the group's position with arguments, or highlighting inaccuracies in previous introductions. In order to join the discussion, he must take the empty chair in front of his small group. A student may only occupy an empty chair once.

The teacher ends the discussion 5 minutes before the end of the lesson to summarize the work of the groups.

Note:

The number of statements should not exceed four;

If students have difficulty determining their position, the teacher can offer to choose the statement that is consistent with his beliefs;

If there are a large number of students in small groups and the active participation of all team members is desired, the teacher can limit the time the team representatives speak.

Exercise “Bad - Good”

Goal: to develop the ability to objectively assess the interaction situation.

Number of participants: up to 25 people.

Materials: writing paper, pens.

Progress of the lesson:

Each student receives a piece of paper and a pen.

The teacher invites students to remember a problem, a situation that worries them (for example, passing exams, an unpleasant conversation, etc.).

Students divide the paper into two halves. On the left they write down 10 positions-aspects of a life problem that have negative consequences for them, on the right side - 10 positions in which the positive aspects of this situation are noted.

When discussing the exercise, the teacher shows that in every life situation it is necessary to be able to find positive aspects, thereby maintaining composure and calm.

Exercise “Three Answers”

Goal: to develop the ability to determine an adequate way of behavior during interaction.

Number of people: up to 15 students.

Time: 30-50 minutes.

Progress of the lesson:

Each student comes up with a situation in which he has to respond to an imaginary interlocutor. He tells the group this situation, and then demonstrates three possible answers. One of the options should demonstrate confident behavior, the second - aggressive, assertive, offensive, the third - insecure.

All three options are shown without prior warning about which particular option is about to be shown. After the display, the group reports their impressions of what they heard and saw.

1. Tickets are checked on the bus. For some reason you don't have a ticket. The controller approaches you. You tell him...

2.Your neighbor's dog ruined your rug. You ring your neighbor's doorbell. He appears on the threshold. You tell him...

3.The teacher asks you a question that you listened to. You answer him...

4. A group of young cheerful people in the cinema disturbs you with loud conversation. You contact them...

5. Your neighbor insists that you switch the TV to another program, where a serial film is on (a sports program), and you watch what you like. You tell him...

6. Your friend did not give you the borrowed money on time. You speak…

7. In the clinic, some guy rushes to see the doctor out of turn. Everyone is silent. You speak…

8.Parents ask you to go to the store. Are you tired. You tell them...

Exercise “Step towards”

Goal: to develop students’ ability to give a compliment and say pleasant things.

Number of participants: up to 15-20 people.

Time: 30-40 minutes.

Progress of the lesson:

The teacher asks two students (this is important in this case) to go to the board and face each other from different sides.

Then the teacher gives them the following task: take a step towards each other and say something nice. Students walk until they are close to each other.

Note:

Usually the task itself causes laughter among those present and confusion among those standing in front of the audience.

Sometimes one of the students suggests: “Ask them to say unpleasant things, they will go faster.” After this remark, the teacher needs to ask all students to analyze what they saw and heard.

// Personnel service. – 2008. – No. 12.

No matter what Voltaire or Descartes interprets,
The world for me is a deck of cards,
Life is a bank: rock moves, I play
And I apply the rules of the game to people.
M.Yu. Lermontov

One of the goals of a corporate party is to change the ordinary monotonous office environment to a bright and unusual feeling of celebration. Why is such a “change of scenery” necessary? Because monotony in work and in relationships leads to decreased performance. Communication in a relaxed atmosphere gives employees the opportunity to get to know each other better. Having had a heart-to-heart talk, colleagues may be pleasantly surprised that interesting people work in the same team with them (“Surprisingly, Marina is not at all as boring as she seems: she is witty and erudite”), better understand their opponents and - for a while or forever - declare a truce with them. Another goal of holding corporate parties may be to establish connections with new partners and the right people. Among other things, corporate parties allow employees and management to strengthen their authority and the authority of the company, and improve. It is at such events that the best are rewarded, and minor mistakes are forgiven to the guilty.

It must be emphasized that the atmosphere at a corporate event should be relaxed. Under no circumstances should a person be forced to attend a corporate party, no matter what it is dedicated to. You should not threaten with deprivation of the bonus or offending management - otherwise, the person will be forced to come to the holiday to the detriment of his personal or family interests and will harbor a grudge.

Corporate parties should not be too frequent. Of course, in a small team (6-10 people) it is possible to celebrate the birthdays of each employee. However, in corporations with more than 100 employees, this is quite difficult, and most importantly, it is not necessary. An annual corporate New Year's meeting is quite enough for a large company. In such companies, it is better to organize small parties for departments.

Corporate parties can be of several types. The presentation is usually dedicated to the opening of a new branch, the development of a new type of product, or a demonstration of the production capacity of new equipment. It is necessary to attract the interest of potential customers, advertise a new brand and increase its awareness. However, its goal is not to establish intra-corporate relations. As a rule, such holidays take place without a special entertainment program. The mood of the audience is set by the host of the event, whose selection must be taken very seriously. The second version of the presentation is the presentation of a shopping center or store. Such a presentation is aimed at potential buyers whose interest needs to be attracted. For this purpose, an entertainment program is needed, including competitions, prize draws and all kinds of quizzes. To organize a presentation, it is best to contact specialists. They will help you choose entertainment and choose a presenter who can maintain the mood appropriate to the occasion.

Outdoor recreation is one of the best ways to raise team spirit in a team. Usually such events are held in the warm season. These can be short trips to barbecues, or joint trips to a boarding house or holiday home for the weekend. As a rule, in such a relaxing environment, people feel calm, they are no longer in the mood for showdowns.

A banquet is the most traditional way to hold corporate events. It is usually held in restaurants or banquet halls. Traditionally, at a banquet, employees eat, drink, listen to a report on the work done and what remains to be done, have another drink and go home. You can diversify the banquet with the help of an entertainment program, fun quizzes, prizes, and employee incentives.

Home holidays are held directly at the enterprise. Families of employees are invited to attend. You can organize a short tour of the production or office and move on to entertainment. It is best to separate the program for children and adults (although at certain points they may overlap). Such events raise the prestige of the enterprise in the eyes of not only employees, but also their relatives.

So, one of the elements of a corporate holiday is entertainment. As a rule, these are games that lift the spirits, ignite employees with a sense of excitement, and raise team spirit. However, the range of corporate games is small. Apart from the traditional darts, sculpture competition and dancing on the newspaper, little comes to mind.

Meanwhile, according to A.S. Makarenko, “a good game” is similar to “a good job.”

Their similarities are as follows:

In every “good game,” as in “good work,” there is first of all effort: physical, emotional, intellectual and spiritual;
- “a good game”, just like “good work”, brings joy - creativity, victory, quality;
- in a “good game”, as in a “good job”, there is just as much responsibility.

We propose to expand the range of entertainment at a corporate party through psychological games. This allows you to “kill two birds with one stone”: on the one hand, psychological games are fun and entertaining, on the other hand, they develop and, as they say, provide “food for thought.” For a corporate party, communication games and games for developing creativity are most suitable.
Communication games create a festive mood, promote the development of communicative competence, mutual understanding between participants and group cohesion.

You can start by getting to know each other. Even if you work together for a long time, this is not a guarantee that you know each other well - not professionally, but purely humanly.

An introduction allows you to get to know your colleagues better.
Each participant offers his own business card. This could be a song, poem, aphorism, motto, drawing, story about yourself, etc.

As an option for dating, the game “Name – Character Trait” can be used. Each participant names his name and the character trait that he expresses, starting with the letter of his name. For example, Olga is an optimist.

Rain.
This beautiful exercise can serve as a setup for some important event. Before performing it, we can talk about magic, which always has a place in our lives, but for this it is important to be sensitive and attentive. The magical rain that is about to fall can be heard if there is complete silence and attention.

All participants stand in a circle. The leader walks inside the circle, and when he looks into the eyes of each participant, he begins to repeat his movements until the leader comes up to him again, looks into the eyes and changes the movement. The leader walks in a circle and, looking one by one into the eyes of the participants, on the 1st circle he rubs his palm against each other, on the 2nd circle he snaps his fingers, on the 3rd circle he slaps his palms on his knees, on the 4th circle he knocks his palms on the knees and stomps his feet, on the 5th he slaps his palms on his knees, on the 6th he snaps his fingers, on the 7th he rubs his palm against his palm, on the 8th he simply lowers his hands.

So the rain ends and subsides. The purpose of this exercise is relaxation and a lyrical mood. We can say that the rain that just passed brought calm and reflection.

The wind blows…
It is known that in a group there can be different weather: sunny joy, thunderstorm tension, foggy inability to work, cool inattention. But it can also be quite windy. The forecasts in this case are good, because the wind that blows on the participants in this exercise contributes to the development of the territory, allows you to take a closer look at each other and even learn a lot of new information.
Participants sit in a circle on chairs (there should be no empty chairs). The leader stands in the center and says: “The wind blows on those who...” and names some external sign that the participants have, for example, those who are wearing black shoes.

Participants in black boots change places with each other (you cannot change places with neighbors).

The driver’s task is to take an empty seat.
One of the participants who did not have time to take a seat becomes the driver.
Some employees find it difficult to shake off emotional stress and leave thoughts about work even at a party. The games below will help them and their colleagues relax.

Pig race
Before the start of the game, the host announces that a new Olympic sport has been opened, which is rapidly winning the sympathy of the participants. And now everyone present can try themselves in it. So, we got to the competition in a new Olympic sport - pig racing. In order to win, we need to pass the “grunt” around the circle as quickly as possible. First let's practice grunting.

Now let's start the game. The competition is held against time. “Grunt” is transmitted from one participant to another by turning the head. Try to achieve a record.

A group of 30 people usually manages it in two seconds. It looks like a single long “grunt” - a wave. This seemingly simple and frivolous exercise improves the emotional level, promotes group cohesion and encourages participants to interact.

Typewriter
All participants are given letters. The presenter commands: “Pay in alphabetical order!” Then some phrase is given, for example, a proverb or a line from a poem, and it is “printed” in this way: everyone taps off their letter, their punctuation mark. Everyone pauses. This game helps to establish relationships with partners.

My darling
Participants are asked to conduct an “audit” of the contents of their bags and pockets and find any item that they like, about which they could say: “My precious” (as Gollum, a character in Tolkien’s books, said about the One Ring). For a few minutes, participants reflect on the questions: Why do I like this subject? What does it symbolize for me, why do I carry it with me? How might this item appeal to others?

Then each of the participants in turn gets the floor to make a public presentation of “their charm” (1-2 minutes for each), which would present the answers to these questions. The form of presentation can be different - an oral story, a small pantomime, etc. The exercise promotes self-discovery, overcoming shyness and developing communicative competence.

Nonsense
Each participant receives a sheet of paper and writes on it the answer to the presenter’s question, after which he folds the sheet so that the answer is not visible and passes it to his right neighbor. He answers the presenter’s next question in writing, folds the sheet again, passes it on, etc. When the questions are over, the last participant unfolds the sheet in his hands and reads the answers written on it out loud, like a coherent text.

Sample list of questions.
Who?
Where?
With whom?
What did you do?
How did this happen?
What do you remember?
And what happened in the end?

Outwardly, the game resembles a joke, but the resulting texts sometimes turn out to be quite unexpected and make you think about the problems that are significant to the participants.

Guessing game + broken phone
The presenter makes a wish for an object and whispers its name to the first participant. This participant (and all subsequent ones) must tell the rest of the chain about this item in a whisper, not naming it, but describing its properties and areas of application. The listener can ask clarifying questions. The last participant in turn names the intended object. You can make the game more difficult by introducing a time limit and an element of competition.

K.U.B.O.U
The mysterious name of this game stands for “Karate Kid Killed the Bull with One Punch.” The game is very similar to “Broken Phone”, but requires precise recording of the evidence on paper. Both children and adults really like it, because it allows them to come to serious and important conclusions from the ease and excitement of participation.

Several participants (usually 7-8 people) go out the door, one of them remains in the room. The presenter says the phrase to the remaining participant: “The karateka killed the Bull with One Punch.” One participant enters, and the first one explains this phrase to him without the help of words; he writes it down on paper as he understood it, without voicing it. Then he shows the next person what he himself understood (written down on paper), etc. At the end of the exercise, all phrases are read in the reverse order of their writing. This exercise helps develop participants' creativity and non-verbal communication skills.

Interview
The presenter gets the role. Sample roles: winner of a beauty contest; famous wit, merry fellow and chatterbox; a very serious, taciturn type who does not know how to laugh or joke; a lady academician who made an important discovery; mask man, without emotions; a sharp, direct person who does not hide his dissatisfaction with the world; an invariably friendly person, happy with the whole world and with himself. Everyone else plays the role of meticulous journalists who interview him at a press conference. Participants in the game must ask the presenter tricky questions, and he must try to answer them adequately. Time is limited. After the end of the game, it is interesting to ask the host which question caused the greatest difficulty in answering and why.

Newspaper dragging
Participants are divided into pairs (it is desirable that the partners are approximately equal in physical capabilities), receive a newspaper and roll it into a tube. Then they stand on one leg at a distance of about a meter from each other, bending the other and holding it with one hand. With their free hand, they take a tube from the newspaper and begin to pull it, trying to throw each other off balance, but dosing the force so that the newspaper does not tear.

The exercise illustrates the scenario in which interpersonal conflicts develop: partners “pull” each other, but at the same time cannot use force and are forced to act softly, relying more on cunning, otherwise this threatens to break the relationship.

Laurencia
A very good game for motor activity, but before playing it, you need to assess the degree of physical readiness of the participants for this game. This is an old German game. Laurencia is a girl's name.
All participants stand in a circle and repeat the following words after the leader:

Laurencia, where are you?
Laurencia, we are waiting!
Well, when will we go dancing with you?
So when will Monday finally come?
And you and I will dance?
Laurencia!

Then next time Tuesday is added, then Wednesday, and so on all the days of the week. Participants do squats for each day of the week and name. The pace of the game is constantly increasing.

Bouquet
The participants of the game are 9 people, all the rest are observers who should not communicate with the participants. 9 chairs are placed in a circle in the center of the room. The presenter invites participants and invites them to sit on chairs in the center of the audience. All others (observers) are located at a distance of 1-1.5 m from the main participants.

At the first stage, a label with an image of a flower and the name of the role in the organization (director, sales manager, psychologist, personnel officer, technician, etc.) is glued to the forehead of each of the main participants using tape. All participants will see each other’s social roles, but no one will know their own role, since according to the rules of the game, their names cannot be spoken out loud. All participants, by asking indirect questions and giving indirect clues, should help each other determine their role as soon as possible. The name is considered guessed if the participant himself names his role correctly. At the second stage, participants must make three flower compositions: sit next to each other and make a justification for combining these three social roles into a composition.

Pum-pum
Presenter: Now we will play the game “Pum-Pum”. “Pum-pum” is some characteristic that is present in some participants, and in others it is not. This will definitely be an objective characteristic. In order to confirm the presence or absence of this characteristic, it is not necessary to know each other well.

For example, I can wish for a simple “pum - pum” - shoelaces. Any person who accidentally enters the room will confirm that some have laces and others do not. The same “objective” will be the “pum-pum” that I will now wish for, but, of course, it will not be shoelaces.

Ask me open-ended questions. I will give honest answers. Based on my answers, you can guess what kind of pum-pum this is. Your questions might be: “What is this pum-pum for? How does it manifest itself in humans? Etc." You can’t ask just one question: “What is pum-pum?” The game promotes a better understanding of your partner and teaches you to ask open questions.

Games for the development of creative abilities are aimed at developing and activating creativity - the system of creative abilities. The purpose of these exercises is to teach a person to act productively in new and uncertain situations, relying on his creative potential, to navigate in rapidly changing circumstances, to make adequate decisions in rapidly changing circumstances, to make adequate decisions when information is incomplete.

Ads
Host: We all know well what advertising is. Every day we see commercials on TV screens and have an idea of ​​how different the ways of presenting a particular product can be. Since we are all consumers of advertised goods, it would not be an exaggeration to consider us advertising specialists.

Let's imagine that we have gathered here to create our own commercial for some product. Our task is to present this product publicly in such a way as to highlight its best aspects and create interest in it. Everything is the same as in the usual activities of an advertising service.

One small nuance - the object of our advertising will be specific people sitting here. Each of you will draw a card with the name of one of those present written on it. You may end up getting a card with your own name on it. It's OK! This means you will have to advertise yourself. There will be one more condition in our advertising: you must not mention the name of the person you are advertising. Moreover, you are asked to imagine a person in the form of some product or service. Think about who your protégé could have turned out to be if he had not been born in human form. Maybe a refrigerator? Or a country house? Then what kind of refrigerator is this? And what is this country house like?
Name the category of population your advertisement will be aimed at. Of course, the advertising video should reflect the most important and true advantages of the advertised object.

The duration of each commercial is no more than one minute. The group then has to guess which of its members was featured in the advertisement. If necessary, you can use any objects as an entourage and ask other players to help you.

Make it more useful
Participants are asked to think about what things would be more useful if they were:
increase decrease);
raise (lower);
make it more expensive (cheaper);
change their geometric shape;
make edible (inedible).

The exercise is performed in teams of 4-5 people for 10-12 minutes. After this, representatives from each of the subgroups voice their options. In addition to training the ability to generate ideas, the exercise helps to unite the group and identify leaders.

Original use
This game involves coming up with as many different, fundamentally feasible ways of using ordinary objects in an original way as possible, for example:
paper sheets or old newspapers;
sports hoops, dumbbells;
bricks;
car tires;
bottle caps;
torn tights;
burnt out light bulbs;
plastic bottles;
aluminum beverage cans.

The task is performed in teams of 4-5 people for 10 minutes. The game is most visual and fun if it is possible to give the participants the items in question and ask them not only to name them, but also to show the proposed ways of using them. The team that proposes and demonstrates the largest number of original ways to use items wins.

Changing market
Group game for 10-15 people. Its conditions are as follows. There are a number of specific resources. Everyone’s task is to sell their resources at a high price and buy other people’s (needed) ones cheaply. Every five to ten minutes the presenter changes the resource cost rates (plus or minus, changes can be large or small). In addition, the players themselves can change or maintain the current course (this should cost a lot, but proper use should bring dividends, especially if it is not just one player who is spending, but a coalition). The game should have implicit coalitions - groups of people whose goals do not contradict each other.

What to do, if...
Participants are presented with difficult situations related to their work, from which they need to find an original way out. The participant who, in the opinion of the audience, will give the most resourceful answer receives a prize point.

Example situations:
What to do if you lost your employees' salaries or public money in a casino?
What to do if you are accidentally locked in the office late at night?
What should you do if your dog ate an important report that you have to submit to the director in the morning?
What to do if you are stuck in an elevator with the CEO of your company?

Secret line
One of the participants comes up with a line from a famous song or poem, consisting of 6-7 words. Participants can ask the person who made the line 10 questions. In 6 or 7 answers (depending on how many words are in a line), he must include one word from this line.
Words cannot be changed by cases, tenses, or numbers. Prepositions are included along with the next word. In answers, words appear in any order.

Complete the poems
Add two lines:

Once upon a time, an eccentric
My head hit the attic...

My friend Valery Petrov
I've never been bitten by a mosquito...

The fly is drowning in sweets,
In a jar on the window...
Japanese haiku
It is proposed to add the ending in three lines (haiku) of the Japanese poet.

Willow is bent over and sleeping
And it seems to me
Nightingale on a branch
……………….
This is her soul.

The flowers have faded...
Seeds are scattering and falling
……………………………
It's like tears

Our life is a dewdrop
Let just a drop of dew
………………………
Our life - and yet

According to J. Huizinga, play decorates life, complements it, as a result of which it is vital for every person, regardless of his age and social status. It is necessary for the individual as a biological function, society needs it because of the human meaning contained in it, because of its expressive value, because of the social and spiritual connections it establishes. The game is on the border with the serious: it itself turns into serious, turning the serious into a game. She formalizes the holiday and at the same time is included in it as an integral part. The modern game allows one to go beyond the usual course of things and provides a person with the opportunity to create. The game gives you the opportunity to escape from the depths of your feelings, to turn away from yourself, overwhelmed with work and everyday worries, to other people, to feel unity with them. And where there is unity and cohesion, there are no destructive conflicts, no manipulations and intrigues. In a word, no – to “wars” and infighting in the organization, yes – to a constructive game that promotes personal growth and expands horizons.

Psychological games are an effective tool for self-analysis and psychotherapy - both in individual work and in group work.

Each participant in the psychological game gets a unique experience of interacting with others, the opportunity to look at themselves from the outside, and get answers to life’s questions.

For psychologists, psychological games are, first of all, an interesting and effective tool for work that can be successfully used in individual counseling, when working with couples, as well as in group work.

We present to your attention new psychological games developed by trainers from the Institute of Psychotherapy “I”. You can learn how to work with the game, as well as purchase the game, within the framework of working with games.

"LIFE FLOWER"

“Flower of Life” is a psychological game that allows participants to analyze their current life situation, track their life strategies and aspirations, work with the Shadow side of their personality, and get answers to vital questions of interest.

The game “Individuation” is based on the idea of ​​personality construction according to C. G. Jung.

The game invites participants to take a journey to study themselves and their properties, styles of behavior, and peculiarities of perception of reality. This happens as various characters travel on the playing field.

The game gives you the opportunity to think about what is currently puzzling, hindering and helping, what is important and what is of secondary importance. The journey, which accompanies the game leader, allows the participant to get acquainted with his already known sides, as well as find out what is hidden in the unknown part of the “I”: in the zone of the Shadow, Anima and Animus.

Technically, the game is an algorithm for moving participants’ cards across the playing field, which turns into an exciting path of personal transformation and change, involving external and internal resources.

For this game, a special deck of associative cards “Individuation” was developed, the symbols of which carry a deep meaning, allowing you to transform your inner picture of the world and your image of yourself.

Game tools: playing field, deck of “Individuation” cards, dice, additional “resources”. The optimal number of participants in the game is 6 people.

Training on how to use the game “LIFE FLOWER”

Training in how to conduct the game will provide an opportunity to conduct it deeply and systematically with different categories of clients and training groups. In the course of work, there may be different game options - from analyzing behavioral strategies to mission and the meaning of life!

The playing field and everything that happens on it is a model, a map of the realization of the “I”, the acquisition of selfhood, which continues throughout life and represents a process of integration of opposing, opposing intrapersonal forces and tendencies.

What will happen in the game?
2 hours of play and participants will be able to get an in-depth look at their own LIFE.
See and analyze what qualities need careful attention
What exactly is the significance of certain qualities and personality traits for a player?
Understand the strengths and weaknesses of your own personality
Try to weigh and integrate incompatible and unacceptable traits
the game can help transform your inner picture of the world and self-image.

For whom will the game be resourceful?
For those who “run in circles” in the implementation of plans, relationships, search for meaning
For those who feel they “don’t know themselves” and feel insecure and anxious
For those who want to know themselves as “others”
For everyone who wants to look inside themselves and “analyze”

What important things can psychologists learn?
get acquainted with the practical implementation of Jung’s paradigm of personality structure
master specific techniques for consulting clients
use the game in individual consultations
enjoy being in a group

After passing teaching the game“Life Flower” You will receive a certificate as a leading trainer for this game.

“FAMILY TROLLING”


“Family Trolling” is a magical gaming adventure dedicated to the difficult topic of standing up for your boundaries, your choices and your life path. It is also a game about encountering obstacles, how we react to them and what strategies we choose to overcome them.

The structure of the game involves the participant traveling through a fantasy world populated by different characters (kind and not so good) with whom you need to meet and come to an agreement. On this path you can encounter obstacles, resources, and most importantly, develop the skills to defend your borders!

The Family Trolling game can be effectively used as a tool for introspection and self-knowledge. In addition, “Family Trolling” is an excellent tool for professional psychologists, allowing them to carry out both diagnostic and therapeutic work for participants in the group process.

“THE UNIVERSE OF DOCTOR WHO”

The game “Doctor Who” is a psychological tool that, in a game format, allows participants to understand their behavioral strategies, track their behavior in situations of achievement, and analyze the features of their own coping strategies.

The game is quite multifunctional and can be used as a gaming platform.

Game tools: playing field, special associative “Doctor Who” cards, dice.

"IDEAL"

The psychological game “Ideal” will be of interest to everyone who wants to have an exciting, useful and fun time, to understand why we sometimes do not understand each other, what ideal traits we want to see in our partner and how different they are from the real state of affairs.

For specialists, this set can help in the process of counseling both one client and a family, couple, children and parents. The game can also be used in group psychological work - for trainings, seminars, master classes!

Game tools: 174 characteristic cards, a table with the characteristics of “ideals”, a table with codes and “bonuses”, additional “property replacement” cards.

"XENOBIOLOGY"

The game can be used to work with children of preschool and school age, suitable for playing with teenagers and in child-parent counseling.

By taking part in the game, participants will be able to analyze their own life strategies, the ability to interact with others, their own adaptability skills and methods of social contacts.

“Xenobiology” is an interesting journey in which participants will be able to better know and understand themselves, as well as track their ways of interacting with others.

The game “Xenobiology” combines the projective method and a rational approach when working with a group or in individual work. The game is a segmented playing field along which various “characters” move, designated by certain associative cards.

The game involves a special playing deck of associative and metaphorical cards “Xenobiology”, depicting non-existent animals, as well as symbols and artifacts. With their help, you can come up with stories, study the characteristics of the client’s self-presentation, explore and change behavioral stereotypes.

“FAMILY TRAFFIC RULES”

“Rules of Family Movement” is a metaphorical game tool for conducting psychological consultations with couples - married, children and parents, friends, colleagues or relatives.

During a conflict, we are not always able to express in words everything we feel, and sometimes we become completely confused in our own words and actions, unable to “hear” our partner. This can be compared to a meeting of two cars on the road that cannot pass each other: the drivers of each car cannot hear what is being said inside the other car. Only external signals and movements remain noticeable. It’s the same in life: we only hear a speech spoken out loud or observe the actions of another person, but we don’t know what’s going on inside him at that moment. In addition, we cannot fully explain to others what is happening inside ourselves at such moments, which only aggravates the situation.

This tool allows couples (married, friends, colleagues or relatives) to analyze their internal states during a conflict, to “hear” and understand each other, and to develop an agreement on what mutual actions should be when dealing with a similar situation in the future.

"CHRISTMAS TREE"

This game involves working with some personal problem or internal question, the answer to which can be obtained during the game. The algorithm of game actions assumes the opportunity to consider a problem from different positions, expand the range of its understanding and find new approaches to solution.

The rules of this game involve the participant moving through different positions of the field, where certain questions and meta-positions are indicated, helping to take a fresh look at the stated problem or question asked.

“KOTOVASIA”

Katerina Milyutina’s new psychological game “Kotovasia” is a story about cats, cats and cats that move along the branches of a tall tree. The main task is to get to the desired branch. However, on the way of furry travelers every now and then they come across harmful crows, and a completely unfriendly dog ​​waits below. By coping with difficulties, participants can see their strategies for coping with obstacles, analyze the influence of the environment on their progress, and evaluate the effectiveness of their methods of achieving goals.

“Kotovasia” is an interesting and exciting game that allows participants to gain important experience regarding the topic of achievement, interaction with others, and overcoming obstacles.

"AGES OF LIFE"

The game “Ages of Life” is a journey along a bright and interesting path, the stages of which relate to certain periods of our real life. While playing, participants will be able to summarize their life stages, analyze current events, dream and plan for the future.

Participants will also be able to work on their “personal life story” and look from the outside at their own strategies and ways of interacting with others.

The Ages of Life game can be successfully used with adult participants, as well as with children and teenagers (the rules of the game can be easily modified to suit the age category of the participants).

Game tools: playing field, plasticine, dice. The optimal number of participants in the game is 6 people.

“GOODBYE, LOOP!”

The psychological game “Goodbye, Looping” is a board game for mini-groups or individual work with a client, which was created to teach participants self-help techniques. The game can also be used as a mini-diagnosis and introduction to therapy, or in final sessions to discuss the results of therapy.

During the game, you can walk along the streets of the city of Zatsiklovka: drive along the flat OCR Avenue, turn onto Panic Descent, drive into the Depressive Dead End, end up in PTSD Square, get stuck in the Drunken Backstreets, eat on General Obzhiralov Avenue, look into the Troubling Lane and the Phobic Clearing. During such a walk, the client focuses on his feelings and thoughts, together with the therapist, determines the focus of attention and learns self-help techniques.

Participants will be able to explore the city in detail and learn NOT to get fixated on its streets!

“OIKUMENE”

The game "Ecumene" is a symbolic journey across the seas and oceans.

Traveling through the expanses of the sea, everyone will be able to make their choice: earthly material goods, a professional career, personal comfort and coziness, peace and tranquility, or, if possible, spiritual improvement and movement to higher powers. You will be able to see how your life strategies work and adjust new skills in the game.

By playing “Ecumene”, you will be able to study your own life strategies, understand the reasons for certain features of building relationships with others, receive information about the current life situation and possible ways of further movement and development.

“Ecumene” is an opportunity to plunge into the space of Greek mythology, discover your own recipe for success, try to achieve it in the gaming platform in order to then transfer it to life!

“EDUCATION +”

“Education+” is a psychological game for parents, teachers and psychologists. The game is a set of situation cards and reaction cards that enable participants to work with different models of their behavior in situations of family difficulties and disputes associated with the upbringing process.

The game allows participants to analyze their own educational style, find out its strengths and weaknesses, see what results this can lead to, answer the question of what is important and what is secondary in the upbringing and development of a child.

During the game, participants will have the opportunity to “raise” their child, look at the results, receive feedback and help from the leader. The game helps to raise questions about the peculiarities of raising a child - how we imagine it and what actually happens, and will also allow us to form a new approach to this issue.

“POLE STAR” + “ROAD TO...”

In the name "Polar Star" both words have meaning. The image of a star can be used as a symbol of success and achievement, and therefore one of the game options is aimed at strengthening the client’s self-esteem through awareness of his successes and achievements. In another version, the emphasis is on polarity, and the psychological meaning of the game in this case is in the assessment and comparison of polar, opposite options for solving some issue.

The main request that you can work with in the game “Polar Star”: “There is this solution option, and there is another. I don't know what to do can not decide, Which And 3 options to choose from.” Another request is also possible: “I see only this option, there is no other option. The one I see is impossible, there are no other options. Is the situation hopeless?” That is, a person does not see alternatives, but needs to find them.

The image of the road is associated in our minds with activity, movement, process. The “Road to...” gaming platform is based on the metaphor of achieving a goal, moving towards the desired result. The essence of the gameplay is that, moving along one of the roads drawn on the field (each of which has its own characteristics), the client opens different cards with images and words, and these cards become for him a metaphor for one or another part of his path to the goal. Games can be played in both individual and group formats.

“COMMUNALKA”

The psychological game “Communal” is a metaphor for a common space inhabited by residents with different characters, needs and desires. Participants in the game will be able to work through the topic of relationships with other people, look at their behavior strategies in terms of communication and general distribution of resources, analyze them and, perhaps, even change them to more effective ones.

In addition, the game “Utility” allows you to work through the belief “What will people say?...” and analyze its impact on your own life strategies. Each of the participants “lives” on one of the floors of the “Communal Apartment”: some can climb under the roof, while others have to move to a trash can in the yard. In the game, you can analyze the reasons and prospects for such movements, as well as draw a parallel with real life, thinking about new possible strategies for your behavior.

A psychological tool dressed in a fairy-tale metaphor, where each character says one phrase or another. The secret of the tool is that the first half of the statements are remarks, exclamations and questions that are most typical for clients who work with a psychologist. While the second part of the statements are typical answers, remarks and comments from a psychologist. By arranging dialogues between characters (using the rules prescribed in the manual), participants can play the role of a therapist and a client, try different strategies for interaction between a psychologist and a client in therapy, see how “defenses” work and evaluate the degree of effectiveness of a particular “therapeutic session.” Vivid images of fairy-tale characters will add color and pleasant emotions to this already interesting and exciting process.

“NEUROTTWISTER”

The gaming platform was created by Vladislav Knyazev as a universal tool on the basis of which you can perform a wide range of exercises to stabilize interhemispheric interaction, to develop optical-spatial concepts, programming functions and activity regulation.

The set includes:

  • a playing field of 16 numbered squares in four colors;
  • a set of cards with images of different hand positions.

The manual presents several options for games and exercises with Neurotwister - you can use them, or you can create your own modifications based on them. There are a great many ways to use the gaming platform and it depends on your tasks.

What to do in a company? For those who still think about their spiritual and physical health, and want to spend time usefully and fun, without feeling drunk in the morning, there is a great way out - games. But not card games, and not dominoes. Today we will talk about popular, useful and incredibly addictive psychological games for students. They are designed both for a company of ten people and for a small group of five to six people.

During the game, you not only discover more and more new qualities in your friends and classmates, but you also learn a lot about yourself that you didn’t even know about before!

What types of games are there? Absolutely different. On intuition, logic, etc. On nonverbal intelligence as. On the development of entrepreneurial qualities as ". Let's start with the most unpredictable games - imagination. With their help, you will learn about the very depths of your own and others’ subconscious.

Imagination game "Dixit"

The rules of the game are simple, but you will need some equipment - special cards. In general, there is a real game, it is called Dixit, but not everyone can afford to buy it. Therefore, you can create some of its elements yourself. The bottom line is this: players are dealt six cards. They depict various pictures - almost surrealism. For example, a rickety anchor in the middle of the desert. What associations come to mind? They need to be formulated in one phrase - and voiced by others. Players select a suitable card from their set according to the description and place it on the table. The secret is that the description must be multifaceted, and the one whose card is not immediately guessed wins. But, the important element is that if no one could identify your card at all, you lose points. Due to this balance, Dixit has gained wild popularity among psychological games for students. By the way, the cards themselves, or rather the pictures, can be found and printed from the Internet at home.

The next type of games is based on sensations and feelings. We often complain that Internet communication and email have deprived us of personal communication. And now there is a chance to find out whether you have lost the ability to convey feelings and sensations without using animated emoticons.

Game for sensations and feelings “Relay of Senses”

For example, for a game called “Relay of Feelings” you will also need preparation - cards. But here everything is simpler and without anchors. In total, you will need to write the name of the feelings on 6-10 cards (depending on the number of participants). For example: “distrust”, “adoration”, “charity”, “love”, etc. The players sit in a circle and close their eyes, and the one sitting on the edge pulls out the first card. He conveys the feeling written on the dropped card to his neighbor. But, of course, he does this not with words, but with various movements, for example: stroking, or vice versa, moving away, patting, and so on. The player must guess what kind of feeling is being conveyed to him and, having comprehended and identified it, passes it on to the next one. And so on in a circle. When the last participant receives a “feeling,” everyone opens their eyes and voices their feelings in reverse order. And here we can discuss the cause of the distortions that have arisen.

Trust game "Blind"

The next game for students is a trust game called “Blind”. Can you trust your friends? Let's check it now. One leader and one, so to speak, victim are selected, namely a blind man. It will add excitement and extreme excitement if you play this game somewhere in a public place - in a park or just in nature. The blind man is blindfolded, because he should not see anything, and the leader chooses a guide for him from the team. The task of the guide is to lead the Blind by the hand. It is his direct responsibility to warn, loudly and clearly, where to step over puddles, avoid holes and ditches. The most important thing in this game is the feeling of complete trust between the players. Any kind of evil jokes, mockery, interruptions and teasing are unacceptable - do not forget that a person does not see anything and can be seriously injured by bumping into, for example, a tree or a lamppost. The Blind Man’s task at this time is not only to listen carefully to the guide, but also to surrender to his feelings - to tune in to a clear perception of his own senses. Only when we are blindfolded do we begin to truly feel the tickling of the breeze on our cheeks and the crunch of branches under our feet. The psychological task of this game is, firstly, to turn a person to his sensory consciousness, and secondly, to show an example of responsibility for another person.

Game for students “Gift”

So, if you already trust your friend, then how about finding out more about him? There is a game for students called “Gift” for this purpose. From the entire company, one player is selected, who, say, has a birthday soon, or Angel Day, it doesn’t matter. The important thing is that you need to give him a gift. But not a simple banal figurine, but something that you would associate with this person. One by one, everyone offers their options, explaining the choice. And the “birthday boy” carefully monitors who would give him a truly sincere gift, and who knows him better than others. You should avoid common options like “a photo frame because he has a camera” or “a pen because he is a student” - points will be deducted for such answers. And you can come up with a scale for calculating them yourself, depending on the theme of the party or just according to your mood. For inspiration, points can be awarded in bananas, staplers or ice cubes. Anything you can imagine.

The goal of this game is to unite the team, if only simply by the fact that all these people, even if there are fifteen of them, or even five, know something about one person, and not just his name or surname, but hobbies, hobbies. Well, if they don’t know, then you need to draw appropriate conclusions and pay more attention to personal communication.

Creative game “Interesting poems”

And finally, the most creative of all games, “Interesting Poems.” The essence of the game is very simple - the first player composes any poetic line out loud. Size is not important, but rhyme and meaning are the main condition. The topic can be absolutely anything. At least “My brother and I walked on the moon.” The second player quickly, he is given about thirty seconds to think, comes up with a continuation - it must be in rhyme and the meaning of the stanza must also be suitable. And off we go. Of course, at first you will come up with completely absurd poems, but then perhaps you and your whole company will compose a great work! The main thing is speed. Because only then, as with a blitz survey, will you prepare exactly what you mean, without guile. In addition to being useful, this game is incredibly fun, and it has only one drawback - laughing makes your cheeks very sore afterwards.

So, as you can see, you can spend a fun evening with your student friends without drunken get-togethers, which only harm your health with interesting psychological games for students. There are plenty of ways to spice up boring card and TV parties. In one evening you can discover so many new things about your classmates that communicating with them will become much more pleasant and interesting, you will begin to understand them better, and the percentage of conflict situations will decrease to a minimum. After all, there is nothing more important than a healthy atmosphere in your social circle and within yourself!