GAMES HONG KONG
PEOPLE PLAY
A SOCIAL PSYCHOLOGY OF THE HONG KONG
CHINESE
BY
GEORGE ADAMS
COPYRIGHT
GEORGE ADAMS 1991
For Danielle,
again
"For
certain fortunate people there is
something which transcends all
classifications of behaviour, and that is
awareness; something which rises above
the programming of the past, and that is
spontaneity; and something that is more
rewarding than games, and that is
intimacy." Eric
Berne
INTRODUCTION This
book is the first attempt to understand
the behaviour of Hong Kong people, and
any group of Chinese people in general,
from the viewpoint of game analysis, an
aspect of the psychological school known
as Transactional Analysis. Game analysis
as a technique of understanding human
behaviour was first presented by Eric
Berne in his book Games People Play (The
Psychology of Human Relationships) in
1964 . Game analysis continues to be one
of the most useful and comprehensible
techniques of social psychology, that is
the study of the individual's interaction
with others and his behaviour in society:
the family, at work, in the street and so
on. It continues to shed light on human
behaviour as it is applied in new
contexts and as more games, or variants
of games, are discovered in clinical,
educational and organizational
experience. Many of the games analysed in
detail by Eric Berne are just as
applicable to the Hong Kong context as
those which I have compiled here. A
number of Hong Kong people's games are
ultimately variations of recognised
Transactional Analysis games whilst some
appear to be additions to the compendium.
The problem faced by a game analyst in
Hong Kong is quite clearly to
differentiate charming aspects of
accepted Chinese cultural behaviour (most
of which are far from unique) such as
deference, modesty and politeness, from
true games. It was not always possible to
do this as it became obvious during
compilation of the present thesaurus that
Hong Kong people conduct games as a part
of everyday life to an extent quite
bewildering to Western observers. Games,
as opposed to their antitheses such as
intimacy and straightforwardness, seem to
be integrated into every part of Hong
Kong life - so much so that only
Westerners appear capable of perceiving
the series of manoeuvres as games.
(Perhaps, in return, only Hong Kong
psychologists can truly describe the
self-deception of Westerners). Hong Kong
people are also, in our experience, some
of the hardest and most indefatigable
game players and do not take kindly to
demonstration that a good proportion of
their ordinary behaviour may be
understood as games mostly circulating
around ideas of power, prestige,
identity, blamelessness, and,
occasionally - in contact with foreigners
- cultural uniqueness. The bases of these
games differ in many respects from the
sources of TA games in general, or games
which can be applied to Western people.
Many of the motivating malaises in
Western games arise from sexual
insecurity, childhood decisions or
existential conflicts. The particular
games of Hong Kong people seem to be
derived from less abstract or primal
sources. For these reasons - the general
seamless integration of games into the
social nexus and the differing emphasis
of sources - some of the games cited in
the present volume are not always, under
present analysis, verifiable as TA games
proper in that some of their essential
elements (con, switch, payoff, Victim)
appear to be absent or unclear. Eric
Berne was aware of the problem of
identifying each part of a game and he
does not give perfect analyses of each of
the games he cites in his work. Perhaps
it does not matter, except to the
dogmatist or the strict academic. It may
be that a new understanding of the term
"game" is required for
application in the Hong Kong, and
pan-Asian, contexts. Failing this, the
status of some of the games we have
listed will have to be provisional or be
assigned to the category of interesting
manoeuvres. Many of the games in the list
are societal and group-oriented games
rather than games played in the Western
style with a relatively low number of
players. The reason for this is obvious
given the Asian context of group
cultures. A further difficulty arises in
categorising my analysis into etic (using
universal concepts) or emic (culture
specific) research. It is generally not
acceptable in our times to conduct
research from a Western standpoint on
non-Western cultures. This difficulty is
mitigated to a large extent by the long
"interference" of Westerners in
Hong Kong and the ways in which Hong Kong
people have taken on some of the guises
of the Western mentality. As one of the
sources of games is the cultural
ambivalence of some Hong Kong people in
certain circumstances, a culture-free
analysis will not reveal the element of
game-playing involved in such identity
crises, for what is the Hong Kong
cultural standpoint?: eclectic, pragmatic
and adaptable. Clearly then, any analysis
from a consistent cultural position is
valuable in aiding comprehension of a
society in flux and I make no apologies
for what may be dismissed as
cross-cultural misapprehensions,
especially by those unsympathetic to my
approach. Study of any Chinese society
presents a fertile ground for game
analysis not only for the reasons cited
above but also because the Chinese are
such a socially-oriented people. They
define man through and by his
relationships to a greater extent than
Westerners do and heterocentrism,
accepting others as authorities for
behaviour, is valued above Western
autocentrism where rules of behaviour may
be independent of others. Game analysis,
which focuses on interaction and on
socially-oriented manoeuvres, would
appear to be the natural means of
analysis of Chinese social psychology. It
is also more interesting than the fog of
self-contradiction and prejudice backed
up with data on the one hand and
preoccupation with guiding principles in
the collective unconsciousness on the
other which characterises much of what is
presented as "Chinese
psychology". The work of prominent
Hong Kong psychologists comes to mind in
this context. There is a kind of implicit
racism underlying such approaches. They
find a comparison in the plethora of
"studies" aimed at emphasising
the "uniqueness" of Japanese
society which choose to ignore that
society's links with other Asian or
Pacific peoples. Armed with some
recognisable examples of the games of the
Hong Kong people (that is ordinary people
who happen to live in Hong Kong), the
bewildered novice to Chinese studies has
some solid ground for predicting and
understanding behaviour in a dynamic and
lively sense usually arrived at only by
long exposure to life in Hong Kong. The
expert in Hong Kong social psychology may
also see his subject in a new light and
begin to make sense of the data available
to him. Although the games presented here
are said to be typical games of Hong Kong
people, it is not our intention to
attack, marginalise, isolate or elevate
the subjects of this study. Hong Kong
people are as fallible, likeable,
comprehensible and, I think, as
predictable as a large number of people
living in Western cities. They are
certainly not odd or strange and one of
the aims of this book is to dispel the
image of this group of Chinese, and
Chinese in general, as being unique and
exotic. They are not. Just as the British
or the Americans have their particular
ways of interacting and expressing their
malaises, Hong Kong people, due to their
origins, upbringing and sociological
situation, have developed a series of
coping mechanisms for maintaining the
integrity of the psyche and avoiding
pain. As we have already noted,
experience has shown that the games of
Eric Berne's thesaurus are generally
applicable to all peoples, although
research may prove unequal distribution
of game frequency, flexibility, intensity
and tenacity between people of differing
cultures. In conclusion: Hong Kong people
are OK, despite their games, just as all
peoples are OK. Like everyone, they would
probably be better off for not playing
games at all, but this is a personal
decision for the individual which lies
outside the scope of this book.
ACKNOWLEDGEMENT
It is impossible to acknowledge
all the people who have contributed by an
idea, a word, a phrase to this book. They
include students, teachers, writers,
journalists and other friends and
acquaintances - both local and
foreigners. Many people will recognise
their own conversations with me in
relevant parts of the book and will know
that I thank them with all my heart for
sharing their insights with me. George
Adams Hong Kong December 1991.
PSYCHOLOGICAL
GAMES - HOW THEY WORK AND WHAT THEY MEAN
The mechanism of games is explored in
detail in the Introduction to
Transactional Analysis but some points
need to be emphasised. Games are series
of interchanges between people leading to
an outcome which appears entirely
"unexpected" but which, on
analysis, was entirely predictable given
the personalities of the people involved.
Some game players select unwilling
partners for involvement in their games.
More often, people select each other as
both get some sort of satisfaction from
the game. Thus, in a game of Chinese
Girl, the over-eager lover finds a girl
to exclaim "Rapo!" as much as
the girl finds the over-eager lover. It
is therefore difficult to speak of
manipulation and exploitation in game
playing in the sense we use the term. The
second important point about games in the
sense in which we use the word is that
they are largely played outside
consciousness. They are not attitudes,
positions, tricks, ploys or manoeuvres
such as those employed by, for
example,insurance salesmen, confidence
tricksters and seducers. This is not to
say that the players are not,
occasionally, aware of what they are
doing at various points in the game. Few
players of games would acknowledge that
they are playing anything however and
great embarrassment and confusion ensues
when the mechanism of the game is
revealed to them. Thirdly, there is
usually some reverse in roles at the end
of the game which leads to the point of
all the interchanges: some negative
feeling for one of the players and a sort
of phony positive feeling for another
player. It is however difficult to speak
of positive or negative feelings because
in a game, each player gets what he wants
and likes it - humiliation, superiority,
anger, frustration for example. The
feeling reinforces his beliefs about
himself and the world. The reversal in
roles is most likely to be from
Persecutor to Victim, from Victim to
Persecutor or from either position to
Rescuer. In a game of Kowloon Taxi, for
example, the persecuting taxi driver
presents himself as a victim and is
"rescued" by the passenger. In
this case, the "rescuing" takes
the form of a large tip. Fourthly, it is
important to remember that games are
repetitive in nature, often being played
by the same person in a variety of
settings for months, years or an entire
lifetime. The game of Refugee for example
may be played during the whole of the
player's residency in Hong Kong whilst a
game of Banana or Connections can be over
in a few sentences. The game of XOV
probably takes many hours of preparation
before the drinking begins to ward off
the underlying sense of sexual
insecurity. The final important point
about games is that they are occasionally
very serious matters indeed and the fact
of them being termed "games"
should not be taken as an indication of
their triviality as in one-upmanship or
gamesmanship presented by for example,
Stephen Potter. Some games are relatively
harmless whilst others have dire
consequences for the players including
death, the courtroom, ruined health or a
destroyed marriage. Alcoholism is
analysed as a game in our sense as are a
good many rapes, suicides and
"accidental deaths." In our
present compendium, the game of
Non-Interference In China's Internal
Affairs is extremely serious in a
collective sense whilst Suzie Wong can
lead to actual tissue damage and a host
of other legal, physical and psychiatric
problems for the individual players. On
the other hand, an apparently trivial
games such as Night Club and Virginity,
when played by the appropriate
"hard" players, can lead to the
courtroom as was seen recently in the
Chin trial in Hong Kong. The selection of
games which follows was compiled after
several years of research in Hong Kong
and is only a preliminary list. More
games and varieties of existing games are
constantly unearthed but the present list
does contain some important games of the
Hong Kong people along with others which
are more amusing than meaningful. The
analysis of the games undertaken here is
briefer than that undertaken by Berne for
reasons of clarity and economy. Each
description of the game attempts to give
its general background and character
together with some examples of its more
important moves. This is then followed by
detailed analysis. Some of the terms used
in the analysis need explanation. The
THESIS of a game is the
"magical" and/or unconscious
and/or irrational belief which underlies
its playing. Such beliefs are based on
fundamental childhood decisions which
influenced the character and personality
of one or more of the players. The AIM is
the general purpose of the game in
emotional or externally real terms. Most
games are played to maintain the balance
of the personality and avoid change. The
aim of justification or rage or revenge
is usually secondary to this fundamental
aim. The ROLES of the game are the
players and their characters in the game,
not their "stances" or
"positions" . Games are mostly
played outside consciousness and the
"role" of the player is his
function in the game, not a momentary
guise which he can discard at will. The
DYNAMICS of the game indicate the most
fundamental source of the game as a whole
expressed in traditional Freudian
psychoanalytic or common psychiatric
terms. Such analysis is an attempt to see
things in the light of mainstream
psychiatry/psychology. The attempt is not
always successful or particularly
well-informed but it may aid people who
can only see games, or any other
psychological phenomena, in these terms.
The MOVES of the game are the two
apparently salient interchanges expressed
as a verbal statement, although many
games proceed without words. The first
statement usually indicates the state of
play near or at the beginning whilst the
second statement is an indication of the
situation towards the end of the game.
The SWITCH of the game is the sudden
change in role before the game comes to
an end. Thus, a persecutor becomes a
victim and a victim becomes a persecutor.
Subsequent analysis usually reveals there
is nothing inexplicable about such a
reversal of roles. The PAYOFF is the
final benefit of the game for the
players, usually some sort of reassurance
that their character and their way of
life is OK. It often represents a
favourite position or feeling of the
players needed in the maintenance of an
harmonious psyche. It is the
"point" or
"punchline" of the game.
ADVANTAGES of the game are presented as
psychological or social gains related to
the thesis, the aim and the payoff. The
social advantage of a game is often as
considerable as the psychological gain.
Games are however not played primarily
for social gain, even in the case of Hong
Kong people's games. Like their
mechanism, their significance is
predominantly psychological.
Everyday Games
Everyday games are
played wherever and whenever Hong Kong
people come together and thus this class
of games may be played in any of the
situations described later in the book :
business, administration, politics,
romance and so on. They are the key games
needed for an understanding of the
ordinary behaviour of Hong Kong people.
Minding My Own
Business Whilst boarding the
boat for my first junk trip in Hong Kong
at Queen's Pier one afternoon, I was
accosted by a film crew from a TV
programme called, I think, Eye on Hong
Kong. The very small but attractive lady
interviewer wanted to know the secret of
success of Hong Kong people. My host, the
head of one of Hong Kong's business
associations, came up with a most
apposite reply: "Mind your own
business". Disciplined occupation
with one's own concerns is a practiced
art form in Hong Kong. Moreover, very few
actions of anybody seem to be spontaneous
or aimless. But do Hong Kong people
really mind their own business? The
translucent plastic bag, besides being
the representative national fish and flag
of Hong Kong, appears to have been
invented to only partially conceal its
contents and thus satisfy the eternal
curiosity of Hong Kong people for other
people's shopping. Hong Kong people peer
through bags in the street and on public
transport with an impertinence not
usually ascribable to Chinese people as a
whole. Mainland people are of course
great gapers but what is not usually
remarked upon by foreign observers is
their mastery of the surreptitious gaze.
Hong Kong people are intensely curious
about the contents of wallets, handbags,
drawers, briefcases and, one must add,
trousers and brassieres and their gazes
are often far from surreptitious. To look
at every person passing one in the street
would wear one out: how do Hong Kong
people select objects of curiosity? The
common factor appears to be an attraction
to what is concealed, hence the interest
in the items mentioned above. Credit
balances registered on the computer
screen of ETC machines is of especial
interest to local people but friends will
usually walk away and leave one to deal
with the machine in private. The display
is not concealed but is private and as
privacy is a negative concept in mainland
society (it is always better to say one
wishes to be "independent"
rather than private), private matters
present objects of great curiosity to
people in Hong Kong although they are, in
varying degrees, Westernised and treasure
privacy (but seldom on the telephone to
judge by the conversations held on
portable machines in the street). Private
life tends to be very private indeed for
Hong Kong people and may account for the
curiosity for other people's privacy
(people who give little away like to take
the most in general). The gazes through
the plastic bags and into the wallets at
the supermarket checkouts reveal an
inquisitive people and not a people who
mind their own business at all. The
switch in MMOB comes with the look of
indignation in the peeper when the owner
of the plastic bag readjusts its contents
and the payoff is a greater determination
to pay less attention to insignificant
others. ANALYSIS Thesis: You show me
yours and I won't show you mine. Aim:
Satisfaction of neurotic curiosity.
Roles: Exposed Person, Peeper. Dynamics:
Voyeurism. Moves: 1. That looks
interesting. 2. What do you take me for!
Switch: I was looking at your watch.
Payoff: You'd better keep yourself to
yourself. Advantages: Psychological -
Suppressed intimacy Social -
Semi-adventurous pastiming
Goldfinger
Ostentatious displays of wealth are so
common in Hong Kong as to be counted as
normal social behaviour. There is also
probably nowhere in the world where
people are so concerned with getting rich
quickly. As spending money is not
synonymous with making it, many Hong Kong
people are placed in a dilemma of wanting
to parade their wealth but being afraid
to reduce their chances of making more by
extravagance. This has led to the classic
Hong Kong game of Goldfinger, or how to
appear rich without raiding the bank
account. Copy watches, handbags and
famous labels are not only sold to
visitors. They find a ready market among
Hong Kong people, as do (or did before
the real thing became cheaper) dummy
portable telephones, throwaway suits,
gilt jewellery and, for rural Honkies,
the Golden Smile (gold amalgam fillings
on prominent teeth). Drinkers play the
game of XOV which emphasises consumption
of expensive liqueurs to the ruination of
business competence ,the bank balance and
sexual performance. The true status of
"Goldfinger" as a game emerges
most dramatically in many court cases
with gamblers as defendants who, in the
end, are forced to raid bank accounts
which contain no assets belonging to
them. Even well-to-do foreigners are not
immune to this game after some period of
over-adjustment to Hong Kong
circumstances. A number of acquaintances
have taken French leave owing large sums
to credit card companies, friends and
employers. The weekly listing of court
writs in the newspaper is a useful index
of Goldfinger players in extremis. The
antithesis of the game would appear to
try and earn as much as you can without
bothering how you look. The Swiss have
mastered this antithesis thoroughly,
having the greatest number of scruffy
millionaires in the world. Related Games:
Indigence, Debtor. ANALYSIS: Thesis: We
live in an age of surfaces. Aim:
Deception. Roles: Playboy, Bimbo;
Spendthrift, Credit Card Company.
Dynamics: Desperation Moves: 1. Look what
I've got. 2. Look what I had. Switch:
Caught with my pants down. Payoff: Bills
and bankruptcy. Advantages: Psychological
- Ego enhancement. Social - I'm somebody.
Blameless If
the Swiss are famous for being policemen
citizens then the reverse is true of Hong
Kong people. They are the masters of
buck-passing. Involvement in potentially
embarrassing situations is warded off
with the same vigour as evil spirits are
frightened away from houses in the New
Territories. It is often very difficult
to find who is actually responsible for
any inconvenience such as a dead water
buffalo causing an accident on a Lantau
road (although the owners are found
quickly enough if compensation for the
demised beast is a possibility). As a
glance at the readers' columns of the
South China Morning Post will prove,
Government departments, including the
police, have a rubber wall to insulate
them from involvement and each officer or
civil servant is a trampoline for
transferring the hot potato of
responsibility to another department
(cf.We Will Act). Blamelessness seems to
be rooted in traditional admiration for
inaction combined with low social
consciousness (the flip-side of group
solidarity). Hong Kong people are always
blameless where littering is concerned
(Filipinas do it), when hillside fires
occur (an impromptu warm meal for the
ancestor's grave) and when people expire
unaided in the street (I didn't know what
to do). The search for a party
responsible for mixing up the contents of
gas bottles used in hospitals continues
without any conclusion. The destruction
of Country Parks by property developers
is allowed because no single Government
official ever gave permission for the
development to take place but no one
broke the law (the phenomenon is called
"spontaneous urbanisation").
Murder victims are usually discovered
when the neighbours detect the smell of
their decomposing body. They are not
rescued from the hacking, torturing and
beating. When a schoolchild commits
suicide, teachers and parents proclaim
their propriety, if not sensitivity (it
is considered normal for ten-year-olds to
have four hours of additional homework
each night). Occasionally, public
self-castigation does occur as
highlighted recently in the case of the
mother who said she should be sent to
prison for leaving her children
unattended. They were burnt in the
privacy of their own home. In public
life, however, negligence and
incompetence are given a congratulatory
retirement payoff. The Legal Department,
probably the worst-run in the world
outside Latin America until, we are told,
quite recent improvements, is
Blamelessness incarnate with the chiefs
firmly in their posts or cruising home to
continued prosperity. Where there is no
accountability, there can be no blame.
ANALYSIS: Thesis: It ain't me what's
responsible. Aim: Relief of guilt. Roles:
Accuser, accused. Dynamics: Anal
extrusive. Moves: 1. Can I help you? 2.
My fingers are burning. Switch: Get rid
of this hot potato. Payoff: Vindication.
Advantages: Psychological - I'm OK.
Social - Get them off my back.
Banana This
game stems from the insecure identity of
certain Hong Kong people and is played to
temporarily relieve this underlying
malaise. Player A assumes a Western
manner in stereotype, wears a Western
suit, has Italian furniture in his house
and peppers his conversation with English
phrases. On encountering player B, who is
certain about his identity, player A is
thrust into a sort of cosmic panic and
dashes from one pole to the other to
"hook" player B into provoking
him to emphasise his
"Chineseness" or his
"foreignness". The dichotomy is
the invention of player A . The payoff
comes when Player A pulls the switch and
says: "We Chinese..." or
"Of course, I've lived abroad too
long...". This revelation of his
"true" identity is made by
Player A when B has made some innocent
statement about local (or foreign) ways
or people. It is a useful game in the
business world, enabling the Hong Kong
businessman to bamboozle his rivals.
Unfortunately, as in all true
transactional games, the player actually
confuses himself and wastes a lot of
psychic energy hiding, instead of
confronting, his insecurity. The main
point about the proclamation of identity
is that it is unwarranted in the context.
Recently, a Chinese friend expressed some
concern about a little old lady who lived
alone in an isolated village on Lantau.
The lady was afraid that she might be
burgled or attacked in her home. I said
that there was little need for her to be
frightened as burglaries were very
infrequent in the village she mentioned.
"But you don't understand," she
replied, "the old lady is
Chinese." I pointed out to my friend
that little old ladies who lived alone in
isolated villages all over the world were
afraid of burglars. The fact that the old
lady in question was Chinese was
irrelevant. Expatriates who have lived in
the territory for a number of years may
in their turn suffer from a reverse
Banana syndrome called "Old China
Hand" in which they constantly put
down any newcomer with less than twenty
years' residence in the territory. Clues
to this are references to "we in
Hong Kong", "our schools,
banks, way of life etc.", or
"the riots of '67". They
exhibit dubious expressions at the
mention of words like principle,
responsibility, humanity and express a
scathing attitude to visiting delegations
from anywhere except the mainland. This
species of expatriate is frequently
alcoholic, fat and/or demented. The
obesity is explained by their low
physical mobility as they tend to live
and work within a small area of town,
never venturing out much into the buzzing
metropolis they so admire. Many vegetate
on outlying islands with
"adopted" sons, ageing spouses
or their most popular companion, a
bottle. "Tiffin" is a more
refined version of the game in which a
Colonial heritage is emphasised either in
words or by attitude. It is largely
played by elderly civil servants and
former Colonial Officers in the better
established clubs on Hong Kong Island.
"Old China Hand" and
"Tiffin" are the hallmarks of
the expatriate bore. Related Games:
Chinese Girl, NIGYSB. ANALYSIS: Thesis:
There must be somewhere I can call home.
Aim: Resolution of identity crisis.
Roles: Insider, outsider; Local,
Foreigner; Foreign Passport Holder,
Homespun. Dynamics: Anal Passive. Moves:
1. I'm just like you 2. I'm really
Chinese/a Westerner. 1. Welcome 2. Go
home, newcomer. Switch: Now I've got you,
you SOB. Payoff: Superiority. Advantages:
Psychological - I belong somewhere 2.
Social - I'm different, somebody knows
it.
Refugee Although
some people claim to be
indigenous,practically every inhabitant
of Hong Kong could be counted as a
refugee, at most perhaps of third or
fourth generation, but as script analysis
makes clear, a refugee attitude takes at
least two generations to dissolve, if it
does at all. Foreigners are mainly
"economic migrants" being paid
on average twice the London wage and
having additional advantages like being
able to lord it over local people, to
some extent, which they would not be able
to do if they were immigrant workers in
Europe or the USA. Hong Kong is also
advantageous for physically small
European people, men in particular. The
Refugee attitude has been analysed
earlier in the discussion of cultural
scripts. The game of Refugee is of an
entirely different nature from a simple
set of beliefs but the beliefs of the
Refugee mentality form the thesis of the
game: " Earn, save, multiply, adapt
- but do not forget your heritage in the
new land." Players of Refugee would
deny that they are in a new land. The
simple fact that they live in a state
governed by equitable law, where money
may be earned and protection is given to
rich and poor also escapes Refugee
players. Shanghai Street, the Walled City
and parts of Western District would not
be allowed to exist in modern PR China:
their archaic ghetto character is
protected by the Colonial power. The
moves in "Refugee" may
encompass the whole period of residence
in Hong Kong and are inspired by the two
incompatible beliefs mentioned above:
"Hong Kong is China" and
"Hong Kong is a foreign
country". Opening moves may include,
typically, establishment in one of the
more ethnically sound areas of the
territory, reluctant registration,
avoidance of income tax and lack of
concern in community affairs. This is, of
course, the pattern of certain new
immigrants the world over. As a family is
founded and progresses, some thought is
given to establishing children in English
schools for the prestige this involves
but no thought is given to learning
English outside school. Traditional
learning methods of rote and memorisation
are reinforced at home. Family members
from the mainland may be brought for
extended visits or may even be encouraged
to become illegal immigrants. Ties are
maintained with the mainland via regular
remittances, regular visits at New Year
and by interest in opera, sport and small
economic ventures. There is no doubt that
such loyalty to a cultural tradition is
OK. The game element arises from a
growing alienation from a changing
society: voting, civic responsibility (no
illegal extensions to one's flat for
example) and children unable to cope with
the demands of modern urban living
present refugee players with insuperable
problems. Queues are formed when rumour
strikes a bank but should the bank fail,
the Refugee player does not know the
mechanism for recovering his savings. The
switch in Refugee is bewilderment and
panic at the turn of events (pregnant
daughters, court appearances, eviction
notices, poor invalidity benefits) and
the payoff a reinforcement of
superstition and a blinkered approach to
life: "If I had only been more
self-seeking and careful". As Hong
Kong has become more stable and
sophisticated, Refugee players have
dwindled in number but older and harder
players continue to give welfare
authorities and planners many headaches.
The dismantling of the Walled City in
Kowloon is the present salient example.
Refugee has its complementary game in the
foreigner's game of "Expat"
which can best be heard, if not viewed,
every week in Ralph Pixton's Saturday
morning show on RTHK Radio Three, Open
Line. Complainants rarely show evidence
of awareness of being in Asia and
complain endlessly about inefficiency,
shortages of essentials such as Hershey's
chocolate and Crosse and Blackwell soups,
being overcharged and not being taken
seriously, or comprehended by the police
and the Urban Council. The fundamental
perceptive trick which brings the game
into being is to believe the veneer of
Western sophistication covering the basic
chaotically Asian character - which has
many good as well as bad points - of Hong
Kong. A Gestalt awareness technique in
which the Expat player imagines Hong Kong
as Asian first and Western second yields
remarkable results if practiced regularly
and obviates the employment of
tranquillisers, meditation, alcohol,
irate letters to the South China Morning
Post and tirades on Open Line.
"Disco Bay" is an extreme form
of the game in which the player loses all
claim to knowing where he is, although he
is in fact in the landscape of a
second-rate British New Town. ANALYSIS
Thesis: Hong Kong is a foreign country
but it's just like home. Aim: Resolution
of ethnicity crisis. Roles: Peasant,
Them; Foreigner, Local Environment.
Dynamics: Schizoid thinking. Moves: 1.
It's a foreign shore. 2. Why isn't it
like home? 1. Exotic life in the sun. 2.
Why isn't it like home? Switch:
(examples) 1. "I've been fined"
2. "What is jury service?". 1.
Blasted karaoke machines! 2. Must you
shout? Payoff: 1. Papa was right, you
can't trust these people. 2.They'll never
be like us / I'll never be like them.
Advantages: Psychological - Avoidance of
growth. Social - Ain't It Awful pastiming
time structure.
Connections
The Chinese people probably invented
interpersonal relations, long before the
social psychologists of the Western world
began to write doctoral theses on the
subject. For Hong Kong people, life is a
web of connections in which the self is
linked with the family, one's work
colleagues, people with the same status
or occupation. Hong Kong people like to
know where they are and how to get to
somewhere better fast. The latter task
can best be accomplished by having the
right connections. In the PRC, getting
anything done at all is a matter of
connections (guanxi) and the nation is
paralysed by its rules. In Hong Kong,
although an independent societal network,
in which any citizen may orientate
himself to get things done, does exist,
the most important network is another
hidden network of relationships. Certain
key points in this second network have
unassuming titles which belie their
importance in much the same way as the
Committee for Public Safety did in
revolutionary France. A significant
example is the Royal Hong Kong Jockey
Club. Although essentially a gambling
syndicate with a charity rake-off, it
probably exercises more power than the
Government as a whole. Whereas such
implicit and covert power structures are
the subject of exposes and are mostly
regarded as corrupt in Western societies,
they are the norm in Hong Kong where
corruption is a way of life. The libel
laws prevent me from making more explicit
connections, suffice to say that a little
investigation of some of the caps worn by
Government members are not always
compatible with their actual, if not
declared, interests. The activities of
establishing, disclosing, hiding and
using connections constitute much of the
gamy activity in Hong Kong. A friend
reveals that her brother is a police
inspector at a critical point in the
conversation to establish her ability to
find out things about so-and-so. A
teaching colleague reveals his
connections with the Independent
Commission Against Corruption as he
slides some school stationery into his
bag. An employer turns out to have been
to the same University in Canada.
Connections appear to be used by Hong
Kong people like cards in poker. Hardly
given to self-disclosure, Hong Kong
people proceed at a snail's pace in
relationships which sometimes appear to
be aimed less at establishing intimacy
but at establishing status. As in poker,
the bluffer sometimes wins the day whilst
the man with all the cards plays them
close to his chest and wins the pot
without so much as a sigh. Related Games:
Blemish, Kick Me. ANALYSIS: Thesis: It's
who you know. Aim: Reassurance. Roles:
Protege, Intruder. Dynamics: Anal
aggressive. Moves: 1. Look what I've got
2. Buzz off, Buster. Switch: Victim to
Persecutor. Payoff: Superiority.
Advantages: Psychological - I know where
I am, Mama. Social - Keep out the
riff-raff.
XOV Drinking
cognac is popular with Hong Kong men. It
is generally considered mean to pour a
small amount for guests, bad form to
order a small splash in a bar and unmanly
to be illiberal in actual consumption
anywhere (especially in public). As
cognac was originally conceived for
people of greater body mass than Hong
Kong men, its enjoyment has had
disastrous effects on certain
individuals. One wonders how the villains
portrayed quaffing large glasses of
cognac in the local gangster films could
ever have enough strength to pull a
trigger next day. To borrow the
terminology of Roland Barthes, there is a
rich mythology surrounding cognac. Cognac
is the imbibitional sign of Hong Kong
maleness. Symbolizing conviviality,
prosperity and masculinity in an oral
medium, it cannot be drunk with any kind
of ease. The underlying anxiety of the
XOV player is most likely the shrivelled
penis. Like macho games surrounding
certain foods and drinks in the West, the
XOV game has women in walk-on parts:
acquiescent bimbos, pouting, available,
partially denuded and excluded from the
world of men except under certain
circumstances. The message in the XOV
bottle appears to be like the message in
the Foster's can: imbibe and your penis
will grow. Although increasing sexual
desire by removing inhibitions, alcohol
ruins sexual performance but provides the
XOV imbiber with a good excuse for his
generalised impotency and fear of women.
ANALYSIS Thesis: Drink the elixir and
become irresistible. Aim: Potency. Roles:
Impotent Man, Sexy Barmaid,
"Frigid" Wife etc. Dynamics:
Oral/Phallic confusion. Moves: 1. This
will put hairs on your chest 2. Shome
mishtake shurely? Switch: Will someone
stop revolving the room? Payoff: I was so
drunk I couldn't perform. Advantages:
Psychological - Rationalisation and
relief of neurosis. Social - I am one of
the real men. Subsequent pastiming:
"Martini" (how many drinks and
how they were mixed/served),
"Morning After" (I'll tell you
about my hangover), "Final
Bill" (how much it all cost).
Face To Face
Face behaviour occupies a good
deal of space in the literature of
Chinese social psychology. The essential
element of face behaviour, from the
present point of view, is its potential
for duplicity: the appearance of power,
advantage, equality etc. is prized as
much as the substantial holding of it.
This lack of straightforwardness
indicates the gaminess of face behaviour.
Winners, according to Berne, know their
next move in life if they lose a battle
so who cares who knows if we're winning
or not ? We are all born to win in the
end. Face saving is not a prerogative of
Chinese cultures. As David Ho has
persistently argued, it has parallels in
the West and Westerners are as every bit
conscious of "face-saving" as
the Chinese are always thought to be.
Like Westerners, Chinese people have a
keen sense of personal self-esteem and
dignity. In the absence, for many, of
salvationist or transcendental religion
and of a society aimed towards support of
the individual, the Chinese probably
developed Face to ensure the maintenance
of personal dignity through ages which
have tended to bring about a growing
sense of the worthlessness of the
individual. The present day People's
Republic has attempted to crush the
individual systematically but it has
largely failed. The ordinary Chinese
bides his time and waits for better
circumstances. Human dignity has not
surrendered in the PRC. Passive
resistance to the Government is the main
pastime of the mainland Chinese. One day,
it will probably triumph. In the final
analysis, Hong Kong is perceived by its
population as a highly competitive and
uncaring society where the individual
must strive with all his might to survive
today and all his increasingly
bleak-looking tomorrows. Face, the gentle
handling of one's own and other people's
self-image, provides if not an abundance
of strokes of recognition, at least the
maintenance of dignity in circumstances
which many Westerners could not cope
with. There is very little sense in
seeing the codes of behaviour in Face, so
ably catalogued by Sinologists, as any
other than variations of universal coping
mechanisms. Face is a game when people
engage in it unconsciously, manipulating
reality and thus occasionally other
people to a favourable interpretation. An
antithesis to Face would be open mutual
stroking based on mutual trust. This
would appear impossible in most human
intercourse in Hong Kong under present
circumstances where the "stroke
economy" (societal system of
recognition) dictates a shortage of
"warm fuzzies" (positive
strokes of recognition). ANALYSIS Thesis:
If I can't get stroked at least I won't
lose anything. Aim: Maintenance of image
of self and others. Roles: Stroke Seeker,
Stroke Giver. Dynamics: Ego
reinforcement. Moves: 1. Hello. 2. Stroke
me! 1. Hello. 2. Can I stroke you?
Switches: 1. Didn't I/you do well! 2.
Never mind. Payoff: Fairly warm fuzzies.
Advantages: Psychological - Appreciation
in competitive stroke economy. Social -
Harmony.
Badinage
Visiting foreign businessmen in the
People's Republic of China are surprised
that the rulers of such a poor country do
not appear to want to take advantage of
the benefits of industrialisation
quickly. Typically, the first days of the
business trip are spent in seemingly
trivial conversations which leave the
businessmen seething slowly beneath the
collar. What the visitors do not realise
is that far from not coming to the point,
the locals have begun negotiations in
their way with great intensity and speed.
The polite enquiries as to the education,
background, family, hobbies and
impressions of the visitor are carefully
directed probes aimed at establishing his
value as a possible associate. This is
done by looking at his connections (see
above). The badinage, or trivial banter,
lures the unsuspecting foreign visitor to
reveal key cards in his hand whilst his
interlocutor remains largely in the
shade. The switch in the relationship
comes when the candour of the visitor is
not matched by his straightforwardness in
talking business. As mainland people do
not see any important difference between
personal relationships and business
relationships, they usually interpret
this split attitude as a sign of
insincerity and halt negotiations. The
carefully laid exploitative manoeuvres of
the visiting corporation, and few
Westerners have ever arrived in China
with truly honest intentions, are stalled
before they can get to first base.
Badinage is thus a game in which the most
important parts of the relationship are
established by trivia and the trivia is
of vital importance. For this reason much
thought is given by Hong Kong people to
conversational gambits which provoke
revelations of motives, background and
character. The foreigner especially
should proceed with great caution.
Candour may be taken as a lie. ANALYSIS:
Thesis : You can't be too careful
nowadays. Aim: Evaluation. Roles:
Interviewer, Victim. Dynamics: Mistrust.
Moves: 1. Tell me something about
yourself! 2. We'll let you know. Switch:
Persecutor becomes Victim. Payoff:
Inaction, bewilderment. Advantages:
Psychological - Papa was right all along.
Social - Keep out the foreigner/the
insignificant other.
Business Games
Office Space or
Make the Boss Pay Office space
is at a premium in Hong Kong and the
rising small businessman is faced with an
additional problem when he wishes to do
what Hong Kong is famous for: become his
own company. In 1981, 92% of
manufacturing companies in Hong Kong had
fewer than 50 employees. Only 0.4%
employed more than 500. The rising
businessman needs to secure enough
capital whilst starting off a business -
how can this be achieved? The answer is
to gain a desk, a telephone line and some
other business facilities at someone
else's expense: your employer's. Hong
Kong is full of small businessmen
occupied with their own company whilst
sat at the desk of a salary-paying
company. The pager, the portable
telephone and the personal fax have made
this game so much easier. The employee
sits pretty for months, or years, often
in an underpaid position, to the
wonderment of his boss who cannot
understand how such a talented and
hard-working employee (he makes so many
"representative" trips outside
the office, often to his own first
premises and is always on the phone) can
accept such a lousy deal for so long. The
employer gets a shock when his employee
is the director of the company which buys
him out a year later. He may even then be
on the payroll. The switch is usually
from underpaid employee Victim to
Persecutor moonlighter but occasionally
the roles are reversed and a Persecuting
employee is brought to account for
breaking a protective contract or acting
against the interests of the company. In
the absence of equitable employment
protection in the frontier town of
capitalism, Hong Kong suffers from an
employee turnover rate and company
formation/bankruptcy figures of
burgeoning proportions. ANALYSIS Thesis:
Salaries are gifts, and poor ones at
that. Aim: Revenge for being exploited.
Dynamics: Anal aggression. Roles: Bob
Cratchit, Mr Scrooge. Moves: 1. Look how
hard I'm trying 2. Your company belongs
to me. 1. It's a good starting salary 2.
It's a pension. Switch: Persecutor
becomes Victim. Payoff: Can't get the
staff. Advantages: Psychological - Big
conditional strokes. Social - Rags to
riches.
Joint Venture
Experience of many foreign industrialists
and other businessmen in the PRC has
given them vivid memories of the meaning
of "joint venture" and the
accompanying "friendly
cooperation". In certain PRC's
central planners' eyes, a joint venture
is a means of attracting foreign currency
to the mainland and the venture usually
consists of the con, or come on, of
demand, cheap labour supply, adequate raw
materials and so on. How can it fail?
Governments may be a little corrupt but
they are responsible aren't they? So what
if you have to wait a little longer for
profits to come through? A year or two
ago, a Hong Kong businessman was severely
bruised by a rubber glove deal which went
wrong: the product, millions of pairs of
them, did not meet international
standards. The product was literally left
on his hands. Other tycoons have died of
heart attacks after securing a viable
venture on the mainland (so-called third
degree players). Yet most people who
operate solely in Hong Kong know that
Joint Venture can be played without
travelling over the border. Usually, an
over-eager businessman seeks out a
partner for a deal in some "sure
thing". For it to be a game of Joint
Venture rather than a successful and
straight business operation, there must
be a stark contrast in the enthusiasm of
originator and partner. This is the
gimmick of the game: the mistaken belief
of the originator that his partner is as
committed to the deal as he is. Some
months into the business operation, it
becomes obvious that the partner is not
doing his job and here the originator of
the deal begins to notice that the
parameters of responsibility are
constantly being obfuscated by his
partner. Where clear lines of
responsibility existed, there now exists
a hazy no-man's land. The originator's
response is to take on more
responsibility and to begin to make the
partner's decisions for him. The partner
willingly cooperates, only too glad to
have found someone to do all the work.
When the business folds or is an
unexpected success (at the cost of the
originator's patience and nervous energy)
the players collect their payoffs; the
originator exclaims " Never get a
partner" and the partner cries
"What's the problem? Don't you trust
me?". Unfortunately,however, a
switch is often pulled and the game ends
in a breach of contract suit or a bar
brawl. The antithesis to the game lies in
securing from the outset clear areas of
responsibility with sanctions for
non-fulfillment and curbing the tendency
to Rescue other people from their own
fair share of the work. Rescuers hook
Persecutors as easily as they attract
permanent Victims. Much good can be done
by looking at alternatives to the Drama
Triangle such as those proposed by Acey
Choy (see the switches in Love And
Mercy). ANALYSIS Thesis: If you want a
job doing well, you'd better do it
yourself. Aim: 1. Frustration. 2.
Surrender of responsibility Roles: Eager
Partner, Laid-back Partner Dynamics:
Masochism. Moves: 1. Can I help you a
little? 2. Can anybody help me? Switch:
Rescuer becomes Victim. Payoff: Ain't it
awful. Advantages: Psychological - Kick
Me. Social - I get things done.
I Call You Back
The Hong Kong education system
seems to specialise in producing a
certain type of office employee who can
be trained but who cannot reason. Faced
with an unusual request or something
outside the parameters of their
responsibility, an inordinate number of
Hong Kong office menials prefer to hang
up, transfer the call to an unused phone
or place the call on hold until the
caller gives up trying. The sources of
this unreasonable behaviour can be found
in the life situations of Hong Kong
people and the resulting coping
mechanisms. Faced with the sociological
reality of an uncaring society (poor
welfare support), arbitrary rulers (a
Colonial government) and the threat of
Stalinism (the nefarious "transfer
of sovereignty" in 1997), many
modern Hong Kong people have developed an
attitude to life based on extreme
self-centredness with aggressive and
cynical survivalist thinking. The
prevailing circumstances of life in other
Chinese societies have brought about a
similar view of life which reinforces the
attitudes in Hong Kong. Many Hong Kong
people are thus conditioned to
"filter out" of experience any
extraneous concerns not directly relevant
to themselves or significant others
(people they know). Many Hong Kong people
may be regarded therefore as unsociable,
in a Western sense, and when they take up
new lives in a new society, their
isolation may be severe. The way in which
ICYB becomes a game is when B does not
return A's call and takes steps not only
not to answer any more inquiries but to
pretend that he never received A's
original call. I Call You Back combines
two aspects of archaic thinking: an
inability to say "I don't know"
or "I'm not capable" plus a
reluctance to get involved in anything
not in one's immediate sphere of
responsibility. ANALYSIS: Thesis: Don't
get involved. Aim: Self-protection.
Dynamics: Compliance of Adapted Child.
Roles: Inquirer, Inept Secretary. Moves:
1. Can I help you? 2. Buzz Off, Buster.
Switch: Hot Potato. Payoff: I did my best
to satisfy the customer. Advantages:
Psychological - Security. Social -
Maintains position, however lowly.
Love Games
Being a member of the
male sex has given me the opportunity to
see the game-playing prowess of Hong Kong
womanhood, mostly from a platonic stance,
without having a similar opportunity to
experience the games peculiar to Hong
Kong men. Luckily, the latter coincide
with women's love games in most instances
for even in this age of the AIDS
epidemic, which is beginning to shock
Hong Kong people out of a certain
dangerous complacency, few love games are
played alone. The perspective in which I
see Hong Kong love games is a male
perspective but not, I hope, a sexist, or
even heterosexist, one. It may comfort
certain female liberationists to know
that I view the dynamics of the Hong Kong
heterosexual relationship as that between
Beauty and the Beast or the Virgin and
the Lecher (the Virgin and the Beauty
being the female partner). This has its
parallel, peculiarly enough, in the
dynamics of many Western homosexual
relationships which Quentin Crisp
described as being generally conducted as
between a chorus girl and a bishop.
Equality and autonomy do not seem to be
living concepts in sexual relationships
in Hong Kong. Possessiveness is marked.
Women, as much as men, derive certain
advantages from their situation, as we
shall see. Money and romance appear to be
seamlessly entwined in the local
consciousness. "Separation
money" may be demanded from a girl
or the new boyfriend when a couple break
up. In a recent case, a policeman
demanded HK$ 50,000 for the "loss of
face" occasioned by losing his
girlfriend to another suitor. Hong Kong
men are generally fairly promiscuous, to
judge by the thriving prostitution
rackets all over Hong Kong (there are
even some twenty practicing prostitutes
on Lean-to), and hypocritical, to judge
by their prudery. Their legitimate
womenfolk are forced to be the
embodiment, or at least must assume an
air, of an abashed innocence, in part,
which has not been known in Europe for a
century or more, when Western men were
just as lecherous but more hypocritical
than they are now and women were advised
to lie back and think of their country.
In modern Hong Kong, a good many women,
married to beasts for husbands, lie back
and think of City Plaza Shopping Centre.
In a desire for social harmony, local men
sometimes support mistresses. In the
past, some Hong Kong men kept concubines.
Such an arrangement imparts some variety
into the sexual regimen but is far from
being a romantic solution to the wish for
more sexual partners. Fortunately, love
affairs abound in offices, schools,
factories albeit in check and without
significant public displays of affection.
Such reticence to publicly express loving
feeling can be seen as a mechanism for
potentiating subsequent private
expression and is not to be taken at face
value as indication of a moral position.
It may be regarded as a more refined, and
essentially more wicked, means of sexual
enjoyment. As we shall see, shame and
guilt (two common standby emotions of
local sexual behaviour) may add interest
to an activity which, viewed in a
dispassionate light, leads to little else
but exhaustion, and for Asian males in
particular, an empty wallet.
Chinese Girl This
is the classic game of the Hong Kong girl
and is not reserved for dealings with
foreigners. In essence, it is a variety
of the game "Rapo" (or
"Kiss Off") described by Berne.
The mechanics are fairly straightforward.
A (male) makes a move of some sexual
daring towards B, a local girl. The point
about the move is that it was instigated
to some extent by the encouragement of B
in order to attract interest (there is
intense competition amongst Hong Kong
women) and, later, to prove the thesis of
the game: that men are generally No Good.
The game usually ends with a slap on the
face and an exclamation of: "What
sort of girl do you think I am ?"
Given the flirtatiousness of Hong Kong
girls, this is often taken as a come-on
by the man in question and the whole
situation may escalate into a
third-degree "Rapo" ending in
the courts or in hospital. An
acquaintance related that he had always
had the experience, when making love for
the first time with Chinese girls, that
they frequently exclaimed "No"
whilst grasping his genitalia and drawing
him towards the bed. This is a more
dramatic form of "Chinese Girl"
and may result in severe injury to one or
both concerned if the girl is suddenly
overcome by shame as her potential lover
removes his underpants. Our researches
have shown that sudden attacks of shame,
or regret, are frequent in Hong Kong
girls as the Child impulses are violently
interrupted by Parental injunctions. Of
course, this is not primarily a cultural
problem. Some traditional social
psychologists repeatedly refer to Chinese
diffidence in sexual matters which has no
real cultural foundation and one wonders
what sort of sex life they have had
whilst among the Chinese. Sociologically
speaking, women are well aware of the
value of virginity in securing a husband
(Chinese and Japanese men, like late
eighteenth century Frenchmen, are caught
up in the thrill of innocence) and do not
like to sell themselves cheaply. It is
much easier for women to make money by a
good marriage or even through
prostitution in Hong Kong than by a solid
career in business or the professions. An
acquaintance referred to the Golden Hymen
in this connection, but other researches
have revealed a changing attitude to
premarital sex (which was formally
practiced in Chinese societies only when
marriage was a few weeks away). The idea
of Chinese chastity is often exaggerated.
Emphasis on traditional Chinese chastity
has been exploited in the past as a means
of playing Banana (proclaiming a
fictitious cultural separateness) and, in
the PRC, of maintaining control of the
population in the manner described by
George Orwell. Once the region below the
waist is secured by tyrannical
governments, the populace's hearts and
minds quickly follow. Proclamations of
"Western influence" reinforce a
xenophobia useful to the Chinese
Communist Party and are even trotted out
in Hong Kong by desperate politicians
anxious for "popular support".
This was highlighted recently in the
debate over decriminalising
homosexuality, some commentators
suggesting it was all a Western
invention. In the author's own
experience, he has never encountered so
many homosexuals as in Hong Kong, Oxford
perhaps excepted. The antithesis to
Chinese Girl for the man lies in correct
behaviour tempered with perspicacity in
being able to differentiate the come-on
from the genuine refusal. Unfortunately,
given the strength of male passion under
certain circumstances and other possible
intoxicating or disinhibitory influences
(alcohol and traditional Chinese
aphrodisiacs, commonly available in Hong
Kong), the percentage of men skilled in
avoiding "Chinese Girl" is
rather low. The antithesis for the woman
is to realise, perhaps, that virginity is
not the prize it once was and that a
fulfilled sexual life is a secure basis
for a healthy organism. Moreover, coyness
is charming but it wastes a lot of time.
The power and lure of sexual games,
combining as they do the libido and the
imagination, mitigate however against
successful avoidance and even more so
against resolution once the game has
commenced. ANALYSIS Thesis: Men are pigs.
Aim: Alleviation of guilt and shame.
Roles: Virgin, Lecher. Dynamics:
Libidinal guilt. Moves: 1. SECs
(Significant Eye Contact). 2. Buzz Off,
Buster. 1. Don't stop! 2. Don't! Stop!
Switch: Now I've Got You, You Son Of A
Bitch. Payoff: I'm a good girl, mama.
Advantages: Psychological - Parental
self-stroking. Social - Builds dependency
and respect.
Night Club
On 29th October, 1991 one of the most
sensational vice trials in Hong Kong
history came to an end. Chin Chi-ming, a
moderately successful businessman, was
convicted of blackmailing a number of
female starlets of Hong Kong's
entertainment industry. His technique was
to lure them to hotels on the pretext of
requiring services for a rich
acquaintance suffering from sexual
impotence. In an interview prior to the
verdict, Chin claimed that he regularly
had sex with such women. Twice a week was
usual and the fee in each case was
$5,000. Chin had progressed to this means
of securing a regular supply of available
women after frequenting night clubs.
Night clubs in Hong Kong provide
legalised prostitution. The larger
establishments have hundreds of girls
available as "hostesses"
ranging from the tawdry to the frankly
alluring. The girls may be "bought
out" and subsequently intercourse
may be arranged for a high fee in private
negotiation with the girl. It is unclear
what commission the night club demands
from them. Hong Kong, and Oriental men in
general, apparently do not see any threat
to their pride in arranging companionship
and sex for money. Chin must have spent
millions of dollars in his pursuit (he
claims to have made love to 700 women).
The man who never succumbs to the
illusion of romance is of course not
playing Night Club but even the most
cynical and hard-bitten Hong Kong man
probably succumbs to the illusion
somewhere along the line, if only for a
moment. In this sense, all night club
visitors are players of Night Club. The
night club arrangement of course finds
its most deliberate expression in Japan.
A friend relates of an evening spent with
business colleagues in one of the karaoke
hostess bars in Shinjuku, Tokyo. The
evening began with drinks and
conversation with delightful hostesses
whose "spontaneous" attentions
(including surreptitious thigh massage)
ended abruptly at 11.00 p.m. (the
pre-arranged time). The Japanese hosts
then paid up and the party left. Night
clubs and "pink salons", (low
lit bars with groping) seem to provide
the Japanese with a comfortable anarchic
edge to their humdrum over-structured
lives. The essential con in Night Club as
a game is the suspension of reason and
the acceptance of synthetic
"stroking" as being the real
thing. Cognac or beer aid the illusion.
The switch in the game occurs with the
sobering credit card bill, which the
spouse may or may not see, a month later
; or even on the same evening as the
alcohol wears off, the smile of the
hostess fades and her feigned enthusiasm
leaves her client with the realisation
that the girl would just as eagerly have
sex with a fat, balding, ugly impotent
man as with him, providing the price was
right. Hong Kong men seem to be
remarkably resilient to reasoning
regarding Night Club's affront to manly
pride and easily succumb to the illusion
of romance created by skilful
prostitutes. They may even relate that
"I got a discount", " She
did it for free" or as Chin
proclaimed: "They thought I was an
excellent lover". ANALYSIS Thesis:
Women love me really. Aim: Relieving
perceived personal inadequacy. Roles:
Punter, Prostitute. Dynamics: Phallic
deprivation. Moves: 1. Hello, Big Boy! 2.
Visa or American Express? Switch: Can I
stop moaning now? Payoff: I am a success
with women. Advantages: Psychological -
Child stroking. Social - I can certainly
pull the girls.
Virginity
One of the interesting aspects of the
Chin trial was the revelation of one of
the prosecution witnesses who claimed
that she was still a virgin, despite
holding a rendez-vous with a complete
stranger in a seedy hotel room and
performing oral sex on him for money. We
were reminded of an acquaintance's
account of how he had spent nights with a
local girl and her friend and how the
girl would do everything but the most
natural. She also claimed to be a virgin.
He also related the story of another girl
who had almost given up the idea of
finding an acceptable husband but who
resolutely kept her virginity at the age
of 36. "She comes to see me any time
but won't do the essential. I think she's
hanging on to it for medical
science.," he said. "Then why
do you continue to see her?",
"Well, she's so obliging, and
skilful." A well-known song in the
Beggar's Opera suggests that "by
keeping men of, you keep them on."
The thrill of virginity motivates men to
overlook obvious sexual experience and
Hong Kong women arrive at a compromise
between purity and healthy sexual
indulgence. An untoward payoff occurs in
the game when the girl develops some
sexually transmitted disease or possibly
becomes pregnant after some particularly
intimate heavy petting. The man
responsible may then exclaim: "I
never laid a hand on you". The
inherent hypocrisy of the game usually
escapes the players. ANALYSIS Thesis:
There's gold in them there loins. Aim:
Blamelessness. Roles: Virgin, Lecher.
Dynamics: Anal retentive. Moves: 1. But
I'm still a virgin 2. Was that nice?
Switch: Look what you made me do. Payoff:
I didn't get screwed, mama. Advantages:
Psychological - Stroke the Parent and
spoil the Child. Social - Stability of
intersexual status quo.
Suzie Wong
Suzie Wong is a character in Richard
Mason's famous book of the same title
which describes the love affair of an
artist and a Hong Kong prostitute. It is
a common fantasy of Western men to
believe that the women touted for sex in
Asia may become genuinely attached to
them. German tourists in Thailand in
particular may indulge the fantasy for
weeks, touring the country with devoted
bar girl at hand. Some even marry the
girls. As the basis for all true intimate
human relationships is equality and
non-exploitation, the underlying
imbalance in such relationships becomes
obvious over time but excessive devotion
to one's carrer and to alcohol aid
avoidance of the truth. In the beginning,
the game resembles Night Club in the
willing suspension of disbelief but the
fanatical search for a prostitute who
loves one makes the game more sinister
and pathological. Some players may not be
able to have intercourse with anyone but
a prostitute and quickly regret each
encounter (the Child wishes being
assaulted by the Parent). Some may decide
to beat their former bar-girl wives to
drown out realisation of the unreal
expectations of their fantasy. The
antithesis to Suzie Wong is a calm
realisation that fantasies may be
indulged at a certain significant cost
but that a loving warm relationship with
a partner on some kind of equal footing
is more rewarding in the long run and
more nurturing of one's self-esteem.
Permission may be obtained from oneself
to ignore Parental provocation to regard
sex as only good when it's dirty. Adult
information regarding the incidence of
sexually transmitted diseases in bar
girls may assist the exploitation of such
permissions. The hold of the Prostitute
Virgin with a Heart of Gold illusion is a
powerful one however. "Suzie Wong's
Kid Sister" is a common variant of
the game in which the objects of the
search are younger and younger girls. It
is played from the same position of
sexual guilt and personal inadequacy.
ANALYSIS Thesis: Prostitutes are good
girls really. Aim: Resolution of neurotic
guilt. Dynamics: Oedipus complex. Roles:
Fallen woman, Rescuer. Moves: 1. You look
like a nice girl. 2. Don't talk dirty.
Switch: Mommy was never like this.
Payoff: All women are whores. Advantages:
Psychological - Parent/Child harmony.
Social - "At least he keeps them off
the streets".
Emigration
A survey was conducted in 1990 into the
criteria of male attractiveness in the
eyes of Hong Kong women. It showed that
although most women wanted to marry
Chinese men and rated them highest,
Canadians, Australians, Americans and New
Zealanders were rated as the most
attractive foreigners. British men came
nowhere in the poll. It appears that the
attractiveness of men had very little to
do with appearance or character. The
fashionability of men's country of origin
for emigration purposes was however
strongly correlated with physical
attractiveness. Wealth seems also to have
a similar magnetic effect - Dickson Poon,
a wealthy shop owner, is similarly
credited with Adonis- like handsomeness.
Conspicuous display of wealth seems to be
a pheremone-type aphrodisiac for certain
Hong Kong women. Many Hong Kong women,
like many Hong Kong men, want to
emigrate. Canada and Australia are
commonly perceived as presenting the best
prospects for an undisturbed life style
and freedom from racial prejudice.
Emigration to other parts of Asia is low
and Taiwan seems to interest nobody.
Europe is becoming more attractive for
the more desperate or culturally inspired
emigrant - the Iceland Consulate in Hong
Kong receives enquiries regularly from
would-be emigrants. Britain is such an
unpopular emigration destination that the
50,000 passports offered to Hong Kong
people were almost under-subscribed. The
game of Emigration is played from a
position of hostility towards the
prospective country of destination
combined with a strong though largely
unconscious desire to get out of Hong
Kong. After a search for available
overseas Chinese has been exhausted, the
Emigration player suddenly discovers a
strong romantic interest in foreigners.
The attitude to foreign men has thus
changed considerably even in the past few
years in Hong Kong, largely
unconsciously. The Emigration player
dates more Western men and gravitates
towards them at parties, meetings and
even in restaurants. Some women's search
ends at the thriving marriage agencies
who charitably charge both parties double
fees when a foreigner is introduced to a
local person. The switch in Emigration
comes when it is discovered that the
foreigner is as poor as a church mouse,
not interested or already attached. He,
and the foreigner population in general,
suddenly becomes unattractive and
uninteresting. It must be stressed that
in order for Emigration to be a game, the
Hong Kong woman is largely unaware of her
motivation and reasoning in pursuing
foreigners. Active and aware passport
hunting is not a game. ANALYSIS Thesis: I
am not a passport hunter. Aim:
Alleviation of shame. Roles: Xenophile
Girl, Foreigner. Dynamics: Introjected
guilt. Moves: 1. You are very handsome.
2. Which passport? Switch: It says here
you're married with four kids. Payoff: I
don't know what I ever saw in him.
Advantages: Psychological - I'm not that
cheap. Social - Escape from Stalinism and
it is true love.
Restaurant
Games
Restaurants, as George
Orwell knew, are key areas of gamy
activity largely revolving around ideas
of one-upmanship and the accompanying
snobbishness. Every Frenchman is aware
that the better the restaurant, the ruder
the waiters. In Britain, the land of
gastrophobes, the restaurant games of the
comic character Basil Fawlty are widely
recognised and appreciated. In Hong Kong,
restaurants are serious institutions
because eating is a serious activity. Not
for Hong Kong people the frivolity of the
Americans who regard eating as a tedious
occupation between sports, sex and
television. Eating needs dedication and
thought. Freshness is prized and unlike
the West, where it is a tribute to
refrigeration, freshness in Chinese
societies is measured on the scale of
recent demise or unearthing. The ultimate
meal in certain Western cultures is thus
a microwave TV dinner whilst the ultimate
Chinese meal is expiring on the plate.
The Cantonese have a love of wildlife,
largely experienced through the digestive
tract. One of my students wrote that
Chinese food was so tasty because of the
variety of "species" used. On
the other hand, the ultimate Japanese
meal is consumed in a sushi bar, seated
on an individually sanitized, pre-heated
electric toilet/bidet. The games outlined
in this section are those between waiter
and guest and between the restaurant and
its clientele. As restaurants in Hong
Kong are public and often crowded, other
games do of course take place on the
sidelines, which we have detailed
elsewhere. Goldfinger is played for
example in the conspicuous consumption of
expensive dishes and Portable Phone is
popular in restaurants well-equipped with
courtesy telephones. The beginnings of
Chinese Girl may be played at one table
whilst Badinage is conducted at another.
The guests might have arrived by a
Kowloon Taxi and may go on to play Night
Club or XOV. Nearly everyone plays
Minding My Own Business. An evening
hardly goes by in one of the better
restaurants without a Celeb player
arriving with train of admirers.
Western Style
Western Style is the classic game of the
dozens of lower- class European
restaurants in Hong Kong and provides for
a large degree of subtle hilarity for the
game analyst in much the same way as
Chinese restaurateurs derive great
pleasure from seeing the locals play
"Oriental Cuisine" in Britain
(Chips and Fried Rice with Sweet and Sour
Sauce twice). A European tourist is lured
by the "French Restaurant" sign
in the lace-curtained grimy windows. He
is hot, thirsty and hungry. The confusion
begins with the menu which is often
highly pretentious in English but quite
straightforward in Chinese (for example,
"garoupa" is just
"fish" for the locals and
"minute steak" just
"beef"). Waiters stand around
in their shabby- genteel uniforms,
curious as to why a European would wish
to eat in their restaurant of all places
but carefully avoiding eye contact in
case they are summoned to decipher the
misleading, and occasionally misspelled,
English of the menu into something
meaningful (cf. Minding My Own Business).
At this point a game of Service may be
instigated by the one proficient English
speaker of the restaurant, the boss. As
the guest looks around at the dismal
chrome and velvet chairs, greasy carpet
and low-lit decay of the restaurant, he
may choose to leave or to stick it out.
It all depends how much the shopping has
taken out of him. Guilt raises its ugly
head. Did he really come all this way for
European food? Shouldn't he try some
local food again? Actually, he is having
a deeply ethnic experience by being in
the restaurant. As the ancient lady with
the wellingtons and the rubber gloves
enters to throw the dishes at the next
table into her filthy bucket, as the
plates of rice and chops awash with gravy
are thrown onto the ash-laden tablecloths
and as the toothpicks are placed on his
table with the nonchalance of a salt
cellar, he has arrived at one of the more
lowly culinary expressions of intimate
Cantonese culture and, if he can abandon
his own pretensions, he can start to
enjoy the buzz of life which makes Hong
Kong - any part of it - so stimulating.
As for the food itself, the
"garoupa" may arrive with a
meat sauce on it, "salads" are
actually adulterated mayonnaise and
"minute steak" is as tough as a
boot. But why go to such a restaurant for
the food? ANALYSIS Thesis: This is a
Western Style restaurant. Aim: Partial
accommodation of exotic culture. Roles:
Pretentious Restaurateur, Confused Guest.
Dynamics: Insecurity. Moves: 1. Rice or
chips with the meat? 2. More toothpicks?
Switch: Yes sir, it used to be owned by a
Mr French. Payoff: (Guest) Indigestion.
(Restaurateur) We have many European
customers. Advantages: Psychological - We
are exotic. Social - We are not a dai pai
dong.
Service
It is the mark of the aristocrat and the
gentleman in general that he knows how to
treat servants. Hong Kong has a dearth of
gentlemen, most of the money around being
new money and money acquired in trade ( I
now use the terms of people who know how
to treat servants). Much of the training
given to hotel staff is based on the
traditions of European hotels of the old
style where people generally knew how to
behave. This has led to a certain
disparity in the behaviour patterns of
servant and master in hotels and
restaurants in Hong Kong.
"Service" is played between a
brash but apparently suave (because he is
wearing all the trappings of
sophistication) Hong Kong businessman and
an obsequious waiter or series of
waiters. As in all games, Service is
played largely outside consciousness and
is not aimed at establishing a conscious
point. The businessman enters the
restaurant and is fawned upon by the
attendant waiter, or proprietor. At this
moment, the game is set in motion because
both players have "spotted"
each other as unerringly as a brawler
chooses his victim from the assortment
available in a crowded bar. Perhaps the
smile of the waiter was too false or the
gait of the businessman too swaggering.
The businessman may open the game by
refusing to sit at the table offered to
him. This is usually not greeted with
anything but enthusiasm by the waiter as
it indicates the willingness of the
businessman to play the game with vigour.
The ensuing moves may include the
following examples: menu presented before
drinks offered (glare from businessman);
businessman ignored for ten minutes
(businessman seethes); businessman orders
something not on menu (waiter glares);
businessman requests ice bucket, special
sauce, unavailable liqueur, cigar cutter,
pepper mill etc.(waiter knots brow). An
additional technique employed by the
guest is to change waiters and get all
the restaurant's staff gradually
infuriated. The waiter often cooperates
with this move by passing on the guest to
his four or five colleagues in the course
of a meal. The underlying hostility is
never declared or made apparent
throughout the game as it moves to its
switch. The businessman's credit card is
not accepted ,his dish is "off"
or he is mysteriously overcharged; the
businessman "pulls" dirty fork,
dirty seat or nonexistent service to
insist on a reduction of the bill. Hard
players of the game march out and later
call the Urban Services department.
Hard-playing restaurants call the police.
Such endings are rare in Hong Kong. The
important point about the game is that no
matter who "dirty", each player
experiences a favoured feeling as payoff
in the end. ANALYSIS Thesis: Now I'm this
rich, nothing's good enough. Aim:
Vindication. Roles: Discerning Guest,
Obliging Waiter(s). Dynamics: Guilt
complex. Moves: 1. I'm a big spender. 2.
Now I've Got You, You SOB. Switch
(examples): 1. There's a fly in my soup
2. Would sir care to pay cash? Payoff:
(Guest) I showed them / How dare they?;
(Waiter) I showed him / How dare he?
Advantages: Psychological - Relives
unresolved archaic dramas or (waiter)
confirms professional position. Social -
Separate variants of Ain't It Awful:
"Canaille" (waiter) and
"Restaurants Nowadays" (guest).
Hover Just
as the air conditioning, lighting, music
etc. in the majority of Hong Kong
restaurants is arranged for the comfort
and entertainment of the staff and not
the guest, the whole aim of the service
offered is often to extract a tip, not to
live up to any abstract idea of
restaurant standards or professional
pride. The better restaurants are noted
for their deviance from this accepted
path and do not, for example, crowd their
guests into a corner of the restaurant at
lunch time to facilitate speedy clearing
up afterwards. The eagerness to get the
tip at the expense of propriety is seen
in the game of Hover, to be
differentiated from the irritating
manoeuvre of Hover when waiters present a
tray with the change and look appealingly
at it like a dog ogling finnan haddie at
breakfast time. The game of Hover however
has an unconscious motivation, rage, and
an apparently unexpected payoff,
frustration. Just like the game of
Service, waiter and guest usually find
themselves but unlike Service, the
relationship is strongly Persecutor to
Victim with no repricocity until the
final switch. Underlying the obliging
service for the guest is the waiter's
rage at being forced into such a servile
position. His unconscious hope is to gain
more frustration points so he can leave
the job; his conscious aim is to gain a
little money in the meantime from the
slobs he has to serve. Food arrives too
fast, drinks are poured with undue haste
and there is too much smiling for the
guest to take (for it is instinctively
felt to be false). Essentials like a
clean tablecloth, sharp knives and the
table the guest wanted may be ignored.
The unconscious resentment of the guest
grows. When the change arrives,
invariably including over ten dollars of
silver, he leaves the dish on the table
and pretends to be engrossed in the scene
outside or in his companion. This
infuriates the waiter who hovers
aimnlessly, then rushes off to curse in
private. Fortunately, the antithetical
good game of "Obliging" can be
played with a change of attitude in the
waiter from fawning servility with
contrasting brusqueness to genuine
interest and pride in his profession. The
tips are usually better. ANALYSIS Thesis:
Want out of this profession. Aim: Venting
confused discontent. Roles: Servile
Waiter, Gullible Guest. Dynamics: Rage.
Moves: 1. Anything to please. 2. And
where's my tip? Switch: You can have the
tip of my boot. Payoff: Why Does This
Always Happen To Me? (WAHM) Advantages:
Psychological - Brings malaise vaguely
into consciousness. Social - He's so
helpful.
Shopping Games
Get Avay From
My Vindow! The game's title is
derived from the German immigrant
jeweller who shouted at children staring
into his shop:" If you vonna vye a
votch, vye a votch. If you don't vonna
vye a votch, get avay from my
vindow!" In the Tsim Sha Tsui area,
tailors often call out to passers-by,
proclaiming the merits of six shirts, a
tweed suit or silk blouses. Obvious
enjoyment of the benefits of good
clothing does not deter the persistent
trader. The writer was offered
made-to-measure leather trousers
("Ready tomorrow. What time your
flight?") to match his leather
jacket one cold winter afternoon in Mody
Road. Copy watch sellers are not only
persistent but impervious to satire or to
confrontation in general. Pointing to my
modest but genuine watch one morning
outside the Holiday Inn in Nathan Road I
said: "But I've got a real one. Why
should I want a copy?" "Ah, but
what about your girlfriend."
"She has a real one too."
"But wouldn't you like a
change?" "No!" "Okay,
what about a handbag? Where you
from?" "Look, I live here. Do I
really look like a tourist?"
"Yes." The urge to sell has
placed the traders in a difficult
situation - they wish to attract
customers but they do not want them to
waste time "Just Looking".
Tradesmen tricks such as engaging the
customer in conversation, complimenting
him/her in subtle ways and gently
creating the idea of need and opportunity
are not aspects of game playing, however
covert the real transactions are between
customer and salesman. The game of
"Get Avay From My Vindow!" is a
mechanism for expressing scorn and rage
towards tourists and silly punters in
general. The payoffs are a shrinking
business and duodenal ulcers. Mr
Apparently-Artless from Adelaide is
looking for some kind of gift for Auntie
May and thinks a goods look round the
shops might be a good idea. The essential
misunderstanding in the game arises from
the local tradesman believing that
tourists have a definite aim in wandering
about shops. Western people and
holidaymakers in general are not the same
as the local Hong Kong people who are
more likely to have a definite aim in
doing anything, shopping included. Mr
Apparently-Artless sees nothing wrong in
talking at length about the merits of a
certain item and whether it would suit an
elderly spinster. The tradesman in the
game (Mr Scheister Bhagwan-Wong) is at
first encouraged by the naivety of Mr
Apparently-Artless who may exclaim how
cheap everything is really compared to
back home. The genuine interest of Mr
Apparently-Artless causes Mr Bhagwan-Wong
to salivate with anticipation. Then a
sudden switch occurs as Mr A.-A. ( who is
in fact a chartered accountant and has
left his cash and credit cards in the
hotel) reveals that he has seen something
cheaper in Mong Kok and that he is just
looking to compare prices. Scheister can
now rush him to the door muttering
imprecations. ANALYSIS Thesis: Customers
are idiotic geese. Aim: Reinforcement of
depressive position. Roles: Apparently
Gullible Customer, Scheister Trader.
Dynamics: Rage. Moves: 1. Sale Now On! 2.
Get Avay From My Vindow! Switch: I'm
sorry, I was deliberately wasting your
time. Payoff : (Somatic) I suddenly have
terrible indigestion. (Existential) Just
look what you get for being nice to
people! (Business) Bankruptcy.
Advantages: Psychological - Temporary I'm
OK - They're not OK. Social - Next
please!
Peng Di La!
One of the commonest pastimes in everyday
conversation in Hong Kong is "I Can
Get It For You Wholesale" in which
the better connections of he who can get
it cheaper are paraded for the poor
unfortunate who has, for example, paid
two hundred dollars more than he might
have done for a video recorder ("and
it doesn't even have Nicam!"). Hong
Kong people are obsessed with cheaper
prices, a fact of which the Government is
only too aware. It maintains a very cheap
transport system to keep local people
happy (as well as cheap hospitals and
schools but you actually get what you pay
for). Local people will even go shopping
in Shamshuipo to get a better price. All
this money saving inspired the well-known
joke of the Hong Kong person entering
Heaven where he complains about all those
foreigners on earth and "why did God
create them anyway?" "Well,
someone has to buy retail," was
God's reply. Peng Di La! (Cheaper)
becomes a game when concern for the cheap
item outweighs the benefits of the
article or the quality of life in general
It is clear that the quality of life is
an alien concept to many Hong Kong
people. Thus most live in appalling
conditions whereas outlying islands are
practically deserted during the day.
Convenience is the key word of the ideal
Hong Kong life style - escalators,
condominiums, shuttle buses, theme
restaurants in chrome and marble
mausoleum shopping centres. In all
fields, the discounted item wins the day.
ANALYSIS Thesis: Never mind the quality,
feel the width. Aim: Survival. Roles:
Careful Shopper, The Big Store of Life.
Dynamics: 1. Anxiety. 2. Anal retention.
3. Consumerism. Moves: 1. That looks
nice. 2. Oh what a price tag! Switch:
Save for a rainy day. Payoff: Discontent.
Advantages: Psychological - Conformity
and solidarity. Social - I am getting
somewhere in life.
Special
Customer Just as business in
Chinese cultures, and elsewhere, depends
on personal relationships, the
client/shopowner relationship is crucial
for success in the retail trade. Hong
Kong people - although they window shop,
ask relatives to "Get It
Wholesale" and take advantage of
generally available chain stores - are
also loyal to certain traders in markets,
shopping centres and in the street. The
reason for this is quite obvious: after a
certain relationship has been
established, bargaining, a common Hong
Kong pastime, may be initiated with
greater ease and the risk of
exploitation, Hong Kong's religion,
reduced. Customer relations are
especially important in the business
sphere. Visits to night clubs and
expensive restaurants are accepted ways
of establishing business relations as a
welcome accompaniment to the usual
commissions, bribes and favours which are
the norm of commercial life in Hong Kong.
In the PRC, all foreign guests, business
customers or not, must be banqueted even
if their knowledge or projects are
finally rejected. Deng Xiao Ping
expressed reservations about this
practice in his interesting set of
essays: "Fundamental Issues in
Modern China." (1987) (which
incidentally also contains the intriguing
advice that "execution is a good
method of education") when he writes
that in the past, the PRC has given too
many banquets and not listened to
foreigners enough. He is probably right.
The intimacy created by the status of
Special Customer makes exploitation
irresistible for traders conditioned by a
hard controlling script (life plan) based
on dominant Refugee and survivalist
components. Thus it is that the naive
customer may realise that he has been
overcharged on certain items for years
and that the smiles of the trader have
cost him dearly. The confusion in the
customer's mind between personal and
business relationships is not one some
traders share for long. Employers have
also been known to have departed for
Canada owing their loyal work force
months of salary and benefits. Caveat
emptor thus extends to a caution for all
engaged in the booming economy of Hong
Kong. The traders in Special Customer are
oblivious to their disregard for normal
human decency and do not see that
short-term gain also has its
disadvantages in lost goodwill and the
lowering of personal morale. The shopper
(or employee or wholesale buyer) does not
appreciate the ruthlessness of Hong Kong
tradesmen and may be playing a game of
"Kick Me". Foreigners usually
follow this up with a session of
"Ain't It Awful". The
cheapening of the trader's personality
operates independently of regarding the
ethos of Hong Kong people as an example
of shame culture where the personal
conscience present in guilt cultures is
usually absent. The avoidance of
intimacy, which is how we regard
exploitation, is a psychological process
not linked to such outdated
anthropological considerations. ANALYSIS
Thesis: Business is business. Aim:
Exploitation. Roles: Ruthless Trader,
Vulnerable Customer. Dynamics: Fear of
intimacy. Moves: 1. Friendly Cooperation.
2. Get lost. 1. Welcome to Hong Kong. 2.
Now go home. Switch: I am a businessman,
not your friend. Payoff: Masochistic
lowering of self-esteem. Advantages:
Psychological - None. Social - Monetary
gain.
Street and
Traffic Games
Kowloon Taxi
This game contains in its apparent
triviality some of the main game concepts
of certain Hong Kong people and possibly
of Chinese people in general. Its
essentially anarchic property may find
its origin in the arbitrary way in which
the Chinese have been treated by their
rulers, both foreign and native,
throughout the ages. The game begins when
a well-meaning person hires a taxi on
Hong Kong Island to go to Kowloon. For
some reason, some taxi drivers on Hong
Kong Island object to travelling to
Kowloon although they are compensated for
the trip back to Hong Kong by the
imposition of double the toll for any car
using the tunnel. There could be some
triad carving up of territory but this
has not come to light so far. The rules
of holding a taxi licence state clearly
that a passenger in the urban area must
be driven anywhere he wishes within the
urban area, the trip from Hong Kong to
Kowloon included. Were this not so
stipulated, passengers would have to hunt
around for taxis which would take a long
trip or a a short trip, taxis which would
not go to the south of the island on
Sundays or work after midnight in Kowloon
and so on. In other words, the admirable
and relatively cheap public transport
provided by taxis would become
ludicrously complicated. More often than
not, passengers requesting to be driven
to Kowloon from Hong Kong are taken to a
secret rendezvous where a "Kowloon
Taxi" (one operating mainly in
Kowloon but now stranded in Hong Kong)
stands waiting for the passenger to
transfer. This is done at the passenger's
volition as he is under no obligation to
do so. He must pay the first taxi driver.
Now, some passengers know their rights
and will not stand for such treatment.
They insist, despite the mumblings of the
driver, on being driven directly to
Kowloon. However, being such nice sorts,
they are persuaded by the driver's
irritable behaviour that they have
wronged him and put him to some
inconvenience. To alleviate the guilt of
upsetting the driver, he tips him
generously on arrival in Kowloon. The
dynamics of the game are interesting: the
Persecuting taxi driver manages to
present himself as a Victim and is thus
Rescued by the generous passenger. Taxi
drivers are not the only people to play
this game. New Territories farmers are
compensated for not polluting the
environment with pig manure (dollars per
crate of dung) and squatters are
regularly resettled at Government
expense. Even Vietnamese "economic
migrants", shockingly mistreated in
other respects, are given resettlement
allowances by the Hong Kong government to
induce them to comply with international
agreements. At a higher level, Kowloon
Taxi is a time honoured game of the PRC
government in Peking who are granted
trade and other concessions for releasing
"dissidents" who should never
have been locked up in the first place.
Western governments nearly always
acknowledge as a favour what is normally
accepted as a duty and an inalienable
right amongst non-Stalinists. More subtly
than this, the PRC, as one of the world's
greatest polluters, has made minimal
commitment to international environmental
agreements such as the Montreal Protocol
dependent on Western aid and technology
to the tune of US$ 200 million. (Far
Eastern Economic Review, 19.9.91).
Related games: Blameless,
Non-Interference In China's Internal
Affairs. Thesis: I am blameless no matter
what the law says. Aim: Vindication of
lawlessness. Dynamics: Anal fixation.
Roles: Persecutor, Victim. Moves: 1. Just
do your duty 2. I'm so sorry I made you
do your duty. Switch: 1. (Passenger)
Victim to Rescuer. 2. (Driver) Persecutor
to Victim. Payoff: (Passenger) I support
helpful people. (Driver) I am a helpful
person. Advantages: Psychological -
Avoidance of guilt and responsibility.
Social - I am not inconvenienced and I
still collect.
Sorry!
(Shoulder charge) An
acquaintance relates that now that he
knows the Cantonese for
"Sorry!" he still does not hear
apologies very frequently in normal
street contact with Hong Kong people.
Given the high density of Hong Kong's
urban population, collisions, foot
squashing and near-misses of the same are
frequent and an intricate technique of
shoulder swerving has been developed to
avoid accidents. The game of Sorry!
(played in both vocal and silent
versions) is however quite different in
psychological character from unforeseen
stumblings. It is played to express
aggression and to assert oneself. It may
be played on pavements by pedestrians and
on the roads by car (and bus) drivers
although in the latter cases the threat
of physical contact constitutes the
aggression and assertion (statistics are
not available to prove what percentage of
vehicular accidents are caused by Sorry!
players). The game is also played by
bicyclists and, to some extent, by users
of public swimming baths. In essence,
Sorry! is a game of bluff, the main aim
being to prove that the other party in
the game is worthless and uninteresting.
The Sorry! player steers determinedly on
towards someone travelling directly
towards him and feigns obliviousness (for
attention to what is going on around them
is taken by some Hong Kong people as a
loss of face). The trick comes in a last-
second adjustment of the shoulders or a
subtle change in course which far from
avoiding collision gives the player(s)
the opportunity to exclaim Sorry! or look
slightly apologetic as the attempt to
avoid collision of the other player is
skilfully nullified. The game is
genuinely played outside consciousness;
were the player(s) aware of what was
happening, they would feel angry and
aggressive. The Sorry! player plays from
a position of suppressed emotion. Related
game: Schlemiel. ANALYSIS Thesis: Get
them before they get you. Aim: Release of
suppressed aggression. Dynamics:
Paranoia. Roles: Aggressor, Victim.
Moves: 1. Get out of my way, punk. 2. I'm
so sorry, madam. Switch: Look what you
made me do. Payoff: People are so pushy
nowadays. Advantages: Psychological -
Emotional homeostasis. Social - Manners
maketh man.
Portable Phone
Just as brandy is the imbibational sign
of Hong Kong people, the portable
telephone is the technical sign of the
Hong Kong identity. Completely selfish,
showy, irritating, expensive,
superficially sophisticated and
stress-inducing, the portable telephone
seems to have been invented for Hong Kong
people. One of the more amusing sights in
the Hong Kong street scene is people
sailing along the crowded pavements
waiting for connections with their wives,
children and friends only a block or two
away. Some PPPs (Portable Phone Persons)
use the instrument in hotel lobbies with
traditional phones on the table in front
of them. As many Hong Kong people exist
in a personal bubble of social withdrawal
even when surrounded by dozens of people,
PPPs see nothing wrong in shouting into
the phone in places usually regarded as
peaceful and quiet. The assumption is
that the insignificant others who
surround one are locked in their own
bubble and will not perceive noise
emanating from your bubble. PPPs are thus
not being rude when they break the
silence of a relaxed restaurant with
their babble - they are simply declaring
their awareness level and playing the
game of Portable Phone. The essential
point of portable phone use is that it
avoids contact and thus intimacy. The
voice of one's interlocutor is distorted
by radio noise and even if the line were
crystal clear, the encounter of a mobile
phone conversation would not replace the
effectiveness of face to face
conversation (and nobody in Hong Kong's
urban areas is that far away). Again,
although the portable phone is actually
meant to make life more convenient ( a
Hong Kong leitmotif), carrying it is like
being tied to a telephone, to be summoned
at will by anyone who knows the number,
and occasionally by those who don't or
shouldn't. Pagers are similar in this
respect. The paradoxical need expressed
in the portable phone is not a desire to
communicate but a desire to be enslaved
by sociality and yet to be excluded from
proper intimate contact. Withdrawal and
insecurity, combined in fun time
structure, are thus the psychological
realities expressed in the use of the
portable phone in Hong Kong - not "I
need it for my work" (Hong Kong has
hundreds of available free telephones);
"It's so convenient" (even the
newer models are heavy); and "It
helps me to stay in touch with my
friends" (are healthy human
relationships maintained by radio?).
These arguments constitute the cons in
the game of Portable Phone. ANALYSIS
Thesis: Get a portable phone and never
talk to anyone again. Aim: 1. Withdrawal.
2. Relieving urban insecurity. Dynamics:
Sociopathology. Moves: 1. Stay in touch.
2. Can't get a connection. Switch: Don't
come over to see me. Payoff: Why doesn't
anyone call me these days? Advantages:
Psychological - Comforting regression.
Social - Public display of status symbol.
Family Games
Whatever a culture
emphasises should not be taken at face
value. The converse of what is suggested
is so often true. The closeness of
Chinese families is a major theme of the
classical literature of "Chinese
psychology". Confucius emphasised
filial piety, ancestor worship and the
unity of the family but, as Lin Yutang
relates, Confucius did not know his own
father and buried his mother on the
street. Only later in life did he find
his parents a respectable common grave. A
major misconception propounded by
countless psychologists is to speak of
the "group/family orientation"
of Chinese people set against the
individualistic ethos of the West. On the
contrary, Chinese people are best
regarded as amongst the world's great
individualists, as can be seen in their
game playing. There is nothing to be
gained in regarding the West from the
point of view of individualism and
Chinese culture from that of utilitarian
familism etc. in the understanding of
modern human behaviour in Hong Kong. The
author once asked a student in East
Kowloon, in the course of an English oral
examination, how many people were in his
family. The reply was "78". The
Cantonese have a highly differentiated
vocabulary to describe their extended
family: eight words for aunt or aunty and
cousin (differentiated by mother/father
relationship and being elder/younger) ;
six for uncle and sister/brother-in-law;
(highly differentiated between,say,
husband of one's younger sister and elder
brother of one's wife); two words for
grandson and daughter (depending on
whether the child is of a son or
daughter) and two words each for
mother/father-in-law, niece/nephew and
grandfather/grandmother. It would appear
that family relationships, tenuous or
formal in Western contexts, are
established, real and important for Hong
Kong people andthe individual likes to
know where he belongs. Such a picture of
happy families is belied by the reports
only this week as I write of child
psychologists, one of whom stated that
the local population has the attitude
that feeding and clothing a young child
is sufficient child-rearing and the
revelations that children, as young as
six or ten, are deserted by
"astronaut" immigrants from
Hong Kong in New Zealand. The parents
leave the children with a large sum of
money to buy food and other essentials
and return to Hong Kong for months. The
lack of parental support comes to light
when the children use up the money and
resort to shoplifting and bullying other
children to get food. Even the guarded
pages of "Chinese psychology"
suggest child neglect is the norm in Hong
Kong, speaking of a tendency to beat
rather than instruct the young child.As
in Western countries, neglect of old
people is common and any tour of the
Government hospitals provides striking
examples of old people left in cramped
wards and visited seldom. The mentally
handicapped and ill fair little better
and some are kept away from special
education out of a sense of family shame.
Families would then appear to be
self-reliant closed systems of mutual
material support rather like clans were
in Western culture. The outward signs of
closeness are not to be taken as
predominantly signs of affection, as they
would be taken in viewing a family in the
West. This is not to say, of course, that
Hong Kong family members do not behave
affectionately towards each other.
Affection is however subordinate to the
idea of material support.
Pere de Famille
(Father of the family) The
paintings of Greuze (1725-1805) and the
plays of Diderot (1713-84), sentimental,
stilted and ridiculous to our modern
eyes, presented the family of the French
bourgeois in the 18th Century as the
symbol of perfect humanity. Fortunately,
Diderot's views on human nature were
actually more advanced and subtle than
those presented in the play Pere de
Famille. Greuze's portrait of Le mauvais
fils puni (Punishment of the wayward son)
is a perfect antidote to those who cannot
take any more histrionic Cantonese soap
opera, film or, indeed, actual emotional
behaviour and who see this as a failing
of the culture as a whole. The picture
shows an old but dignified man about to
expire with his family ranged around his
death bed in various statuesque poses.
His wayward son has just arrived to see
the horror brought on, perhaps, by his
own behaviour and is stricken by grief
and remorse. To see the picture is to
know that Hong Kong people did not invent
over-acting. We can only speculate why
the drame bourgeois and the paintings of
Greuze came about and why they were so
admired and imitated by such geniuses as
Diderot (Marx's favourite leisure
author). Perhaps it was a an attempt at
compensation for the real moral
corruption and emotional decrepitude of
the French 18th century. In turn, the
over-acting of Cantonese film and soap
opera may have the function of
stimulating "brutalised" (in
Rousseau's terms perhaps) urban people of
Hong Kong and appealing to lost
emotions.Pere de Famille as a game
revolves around the figure of the
patriarch in Hong Kong families. Women
seem to be peripheral figures in Hong
Kong society, striking public figures,
sometimes, but more often forgotten. The
idea of a husband and wife team is
becoming more respectable however. In
actual fact, women and the concerns of
women seem to be the driving force in
Hong Kong families. In my village in the
New Territories (where all good social
psychologists and anthropologists should
stay for eighteen months or so before
they write a book on Chinese psychology),
I hardly see any men doing any work.
Perhaps they are occupied with affairs of
state. Women pick up children from
school, do the shopping and the fetching.
I have never seen a local man hang up
washing. The only relief for some women
out of all the drudgery is, perhaps, to
take a part-time job so they can hire a
maid from the Philippines. Research done
into the emotional dynamics of the Hong
Kong marriage is scanty but the general
impression is that, in common with many
Italian families, the man pretends to be
in charge but in reality the woman runs
the show. Apart from working hard, she
does this through a) sexual blackmail b)
concerted action with children and
relatives c) progressive control of
financial resources. As we have already
noted in the section devoted to Love
Games, local girls possess a considerable
reserve of guile and manipulative skill
which they receive, we propose, with the
mother's milk from examples in her
environment as she grows up. In Hong
Kong, men have their wishes but women
probably have their way. ANALYSIS:
Thesis: Let her know who wears the
trousers. Aim: Dominance. Dynamics:
Castration anxiety. Roles: Patriarch,
Submissive Wife. Moves: 1. No woman tells
me what to do. 2. Certainly, dearest.
Switch: All right, anything for a quiet
life. Payoff: She's a good little woman,
really. Advantages: Psychological - I've
still got my balls. Social - Preserves
status quo. Family members are nurtured
even in absence of responsible male
partner.
Happy Families
A: You're quite close to your family? B:
Oh yes. I see them all the time. A: When
did you last see your parents? B: Ten
days ago. A: But you only live five
minutes' walk from them, right? B: Yes.
A: What does your father do in his spare
time? B: I don't know. A: Tell me about
your sister. B: She studies at the
Polytechnic. A: Which course? B: I'm not
sure. A: Does she have a boyfriend? B: I
don't know. A: Tell me about your
brothers. B: What do you want to know?
One of them died a year ago. A: You never
told me that before. B: I know. I didn't
like him really. The above conversation
could be replicated quite easily in
conversations with Hong Kong people. The
replies are not taken here as being
evasive but rather as signs of
comparative ignorance and unconcern
regarding relatives. Similar replies
might be evinced in a dialogue with
Western people. After all, relations are
often "a tedious pack of people who
haven't got the remotest knowledge of how
to live, nor the smallest instinct about
when to die." We have already cited
the example of "astronaut"
children in New Zealand but instances of
institutionalised child neglect are at
hand in Hong Kong. Children are regularly
farmed out to aged relatives in the New
Territories for example and rarely see
their working parents. Schools have
elements of a borstal model with lining
up in the morning, uniforms, detentions
and, until recently, corporal punishment.
Children are made to clean their own
classrooms. The gaminess of the Hong Kong
person's attitude to his family is seen
in the vivid affirmations of filial
piety, concern for one's sick relatives
and attendance of family gatherings which
are taken by foreigners especially as
signs of close emotional family ties.
This declared attitude is often belied by
actual knowledge and action. Many Hong
Kong families are factionalist and
centripetal (excluding other groups) and,
internally, function mainly to further
its individual members materially, not to
provide emotional support. ANALYSIS
Thesis: Let's keep the family together, I
suppose. Aim: Emotional security.
Dynamics: Socialization. Roles: The Clan,
Clan Member. Moves: 1. We have a happy
family. 2. Auntie who? Switch: I never
liked her really. Payoff: I did my best
for Auntie May. Advantages: Psychological
- Security. Social - Group survival.
Perfect Child This
game is the most pathological family game
played in Hong Kong and is also a noted
game of mainland people suffering under
the dictatorial One Child policy of
central government. Given the
hypothesised strong capacity for
nurturing behaviour inherent in the
personality of Chinese people (Nurturing
Parent) and the special refugee-based
life plan of many Hong Kong people,
inordinate demands are made on children
by Hong Kong parents. These expectations
find parallels in Western cultures and
the willingness or ability of children to
meet parental demands is a favourite
theme of our literature and drama. High
educational attainment is seen as
supremely important in the production of
the Perfect Child but is viewed as an
achievement of effort and application
rather than inborn competence. Thus less
able students may be aided throughout
their academic career by hack tutors,
some only slightly more proficient than
the student himself. Kindergarten is well
subscribed and English may begin at three
years of age. Hong Kong parents appear to
derive huge gratification from hearing
toddlers pronounce English greetings to
foreigners although the parents do not
usually greet the foreigners themselves.
As the children do not hear English at
home, in most cases, the language begins
its polarized association with school,
the non-intimate and the Important (see
"I Really Must Do Something About My
English"). Long homework hours are
expected from even five-year-old
students. A strong adaptive mechanism is
instilled into the child. Knowledge is
regarded as a series of exercises to be
memorized if not necessarily understood.
The school system encourages backward
educational attitudes through rote
learning and endless cycles of tests and
examinations (sometimes before anything
meaningful has been learned). The
educational precepts in traditional
culture are harsh and demand almost
absolute submission to teachers. Hong
Kong students usually fulfill these
demands readily, only rarely questioning
the authority of the teacher. In Hong
Kong, the Education Dept. provides a list
of schools for parents to select what
they consider the best establishment for
their child. Parents often move across
town or use a relative's address to fall
into the catchment area of a desirable
school, even at primary level. Sending
children overseas for study, although the
child is quite incapable of benefitting
from the experience, is another common
educational "help". Children
are often ridiculously spoilt and receive
useless educational gifts such as
high-powered computers and irrelevant
books which are never read. Relatives are
engaged in the game of acquisition for
the children of the family and are
expected to fulfill the whims of their
nephews and cousins (perhaps because they
claim "I Can Get It For You
Wholesale"). Perfect Child usually
becomes a game when the behaviour of
parents does not match the demands placed
on the child or when expectations assume
an element of fantasy. Unfortunately,
this is practically always the case.
Children learn what they live, not what
they are told and in a home environment
dominated by traffic noise, the TV,
exhausted money-earners, bad air, few
books - or, at the other end of the
social spectrum, by slavish accumulation
of wealth, long parental absences in
Canada and hedonistic values and
behaviour - children are not made into
winners but losers. The unreal
expectations of the parents may cause
them to fantasise about their child's
success in the entertainment world,
perhaps as a concert pianist or pop
singer. Undue admiration is given to
mathematical geniuses and other
prodigies. The parents actually express
their past frustrations through their
child and thus the intensity of the
"encouragement" may reach
absurd proportions. This finds an obvious
parallel with the "loving
furtherance" of certain Western
parents who send their children to summer
schools, riding stables, elocution
tutors, talent contests, dancing classes
and a legion of other " extras I
never had when I was his age". Some
hard players of Perfect Child insist on
orthodontics or plastic surgery to bring
about the desired faultlessness.Very few
children can become even academic
successes. In Hong Kong, with its low
percentage of higher education places
(which is rapidly improving), educational
attainment is actually very difficult and
has become competitive to the detriment
of genuine quality. As a consequence,
Hong Kong students are good exam passers
but often lack a capacity for independent
thought. The entertainment industry can
only absorb a certain amount of talent
and mathematical geniuses do their best
work before they are usually allowed into
University. The antithesis to Perfect
Child for parents is an examination of
their motives for raising children; a
rapprochement of example and precept; an
appreciation of the child's right to
autonomy; and a clear realisation of any
personal frustration and inadequacy
before it is transmuted into the various
manoeuvres of pathological child
"furtherance". ANALYSIS Thesis:
I/we must have a perfect child. Aim:
Regulation of past inadequacy and
frustration. Roles: Kind Providing
Parent, Talented Child. Dynamics: 1.
(Soft version) Anxiety. 2. (Hard version)
Script-driven "hot potato game"
(transference of neuroses). Moves: 1.
It's time for your piano lesson. 2. You
play just like that Richard Clydermann.
Switch: You never play your beautiful
piano any more. Payoff: Where did we go
wrong? Advantages: Psychological -
Relieves panic of uncertain parental
role. Social - They are devoted parents.
Medical Games
Does The Man In
Your Nightmare Ever Mention My Bill? This
game is played either from a position of
magical expectation in the power of
well-paid doctors to cure all known
conditions allied with naivety concerning
medical ethics and expense or, in the
second version, a position of justified
distrust of all Hong Kong medical
practitioners which, however, excludes
even a trial consultation. The first
version is often played by an
over-stressed expatriate executive who
falls ill with one of Hong Kong's
mysterious viral conditions. This is made
worse by the foul environment, the
demanding working world and a tendency of
expatriates towards physical inactivity
and alcohol abuse. The tired executive
runs from private hospital to private
consultant with impassioned cries of
"Cure Me (I'm paying you aren't
I?)." In the second version, often
played by Hong Kong people of a lower
income group and educational attainment,
the patient with a serious but curable
medical condition is delivered to
hospital in great distress having spent a
large amount of time and effort with
traditional medicine, self-medication,
prayer and rest (the mainland panacea).
In the first version, the payoff for the
patient comes when he cannot be cured
quickly (he needs a long rest) and
accuses his doctors, wife, employer and
anyone else of negligence, cruelty
desertion, etc. His condition is
exacerbated and he falls into depression
or has a nervous breakdown (which was
what he wanted all along as an excuse to
leave Hong Kong or to hate it even more
than he does). A further switch in the
game may be made on his subsequent
recovery when he divorces his wife, sues
the hospital or quits his job. Somewhere
along the line, his magical belief in
money to cure himself will also find some
switch as he threatens to
"expose" his medical insurance
company (who refuse another consultant's
test). Later on, this patient may become
a regular of alternative medicine clinics
on Hong Kong Island. These generally
fulfill his subconscious wish to be
charged huge fees for bringing about
health (the difference being that the
advice of the clinics to change diet, get
into the countryside more and lay off
alcohol is non-medical and undramatic).
In the second version, the ill man incurs
the extra expense of an emergency
operation when with some guarded trust in
medical science at some earlier stage, he
might have spared himself the final
outlay. The payoff comes when he is
presented with the bills for his
operation, after-care etc. which confirm
his belief that Western medical
practitioners are scheisters and
money-mad. He leaves hospital even more
determined never to consult orthodox
doctors and sends a bouquet to his
bone-setter: he was right all along. All
the Western doctors did was to do it
quicker.ANALYSIS: Thesis: 1.Pay them and
they can cure you. 2.Western medicine is
humbug. Aim: 1.Avoidance of
responsibility for self. 2.Confirmation
of hostility to Western things. Roles:
Expensive Doctor, Difficult Patient.
Dynamics: 1. Adolescent rage. 2.
Paranoia. Moves: 1. Cure me, here's my
cheque. 2. Cure me, here's my writ. 1.
See what you can do. 2. What did you do
to cost all this money? Switch: 1.
Stupid/ I'm Only Trying To Help You. 2.
Helpless. Payoff: 1. Doctors know
nothing. 2. Doctors are crooks.
Advantages: Psychological - 1. I really
am special. 2. You can't trust anybody
nowadays. Social - 1. I can quit at last
2. I had to pay in the end.
Xiuxi Xiuxi
is the rest taken by mainland people
generally after meals but any other time
is not excluded from acceptable
behaviour. It finds an echo in the
attitude of certain local private
practitioners of Western medicine in Hong
Kong who because of considerations of
professional pride, cannot prescribe such
a simple thing as rest even when it is in
the best interest of the patient. Such
simple recommendations might result in
the patient's refusal to pay (because why
should he pay for what is obvious). The
subtle argument of professional training
and skill expressed as inaction (no
antibiotics, no painkillers and no
tranquillisers) is lost on the local
patient and is actually lost on the
doctor (who perceives Western medicine as
actionist in character). Thus, although
the instinct of the doctor is to
prescribe rest , he lets himself be
persuaded that he must diagnose (often
most obscure illnesses) and prescribe
(often useless medecine). The
self-deception arises from the fact that
doctors in Hong Kong generally perceive
medical practice as a means of making
quick money - like teachers, very few
leave their salaries to work on the
mainland for half a year for example.
Western medicine's decisive character is
used as a convenient excuse to win the
patient's readiness to pay whilst
preserving a sense of professional
ethics. ANALYSIS Thesis: If I suggest the
obvious they won't respect me. Aim:
Mystification. Dynamics: Suppression.
Roles: Doctor, patient. Moves: 1. What
seems to be the trouble? 2. Take the
pills. 1. Can you cure me? 2. Gee, You're
Wonderful Mr Murgatroyd! Switch: If you
don't prescribe, he won't pay up. Payoff:
Professional reassurance. Advantages:
Psychological - The force is with me.
Social - Let's buy that house in
Vancouver.
Sterilise The
Instruments Despite the
familiarity of local doctors with bodies,
which they dissect as part of their
training, they show some reluctance to
touch such bodies with their bare hands,
especially those of the opposite sex. At
least one clinic has robes to be worn
during examination and nurses usually
serve as chaperons in all clinical
encounters. Such shyness is at odds with
medical efficacy, therefore doctors
devise manouvres to avoid touching
patients. The most ingenious of these
manouvres is to plead that the
instruments needed for an internal
examination have to be sterilised and
that the machine is not functioning
properly etc.. In general, same-sex
doctors are recommended for cases of
piles, vaginal discharge, urethritis,
lower back problems and so on. A
non-tactile version of STI is played by
the doctor reluctant to discuss the
intimate life of the patient. ANALYSIS
Thesis: I may be a doctor but I still get
shook up. Aim: Avoidance of intimacy.
Dynamics: Phobia. Roles: Shy Doctor,
Opposite-Sexed Patient Moves: 1. It says
here you're a doctor. 2. You're
Uncommonly Perceptive. 1. Treat my piles.
2. Is that the time!Switch: 1. I never
liked dissection. 2. You probably need a
psychiatrist. Payoff: Now I have more
time for some real medical problems.
Advantages: Psychological - Parent
stroking. Social - Clean hands and sweet
dreams.
Educational
Games
I Really Must
Do Something About My English Although
people have achieved success with English
in Hong Kong, English itself has not been
very successful. The language is often
learned from the age of two-and-a-half on
yet very few Hong Kong people speak it
really accurately or well compared say
with India, Singapore or some African
countries. These are probably not fair
comparisons. English is of course an
auxiliary language in Hong Kong, not a
lingua franca, and is drowned out by
Cantonese culture. The facilities for
learning the language are however very
good and people who want to learn it have
excellent opportunities for doing so.
Students are far from convinced of this
and often complain of "Lack Of
Opportunities To Practice" (LOOP).
Psychodynamically speaking, English in
Hong Kong is best understood as a
Parental language: that is a language
associated with power, success and even
duty. Real Hong Kong parents expect their
children to learn it even if they
themselves make no effort to learn it.
Students are led to believe, through the
confusing device of being taught in a
bewildering mixture of Chinese and
English, that fluency in English is
impossible. As few teachers or anyone
else show enthusiasm about English, it is
held to be uninteresting and a little
like Latin was to schoolchildren in
Britain. English is forced down students'
throats and treated as a formal asset,
not a liberating creative tool. By the
time the students reach the higher forms
in secondary school and possibly before
then, they suffer under a schizoid
attitude to English: they want it but
they don't. They want it because it makes
study easier (and higher education is
virtually impossible without it). They
don't want it because they have been
conditioned to regarding it as a bit of a
grind. The game of IRMDSAME is now ready
to be played. Languages can't be learned
like mathematics because they are very
personal and intimate things which
involve the whole of the personality. One
part of the IRMDSAME player really wants
to learn English and looks for extra
courses, buys the Reader's Digest Big
Book Of English Words and tries to steer
his eyes away from the subtitles on the
English TV channels. Another part of him,
perhaps more powerful than his conscious
self knows,is certain that English is
very dull and that it is associated with
strange unknown people and places his
parents have always treated with
disinterest if not mistrust. The game is
played to partially reconcile the paradox
in attitude. A student enrolls for extra
lessons but does not exploit classroom
time to practice; he drops out because
the course is too far away from home; he
refuses to practice English with
strangers; he doesn't buy one of the
excellent English newspapers (too
difficult) and doesn't listen to the
radio (can't follow); he spends hours in
the library producing reports which would
take fifteen minutes if he were fluent in
English. He becomes more aware that he
really must do something about his
English but doesn't know what. At the end
he can say "At Least I Tried"
with the absolute conviction that he did
his best. The Hong Kong Language Campaign
or the British Council attempts to rescue
him. The antithesis to the game is
presented in my previous volume,
Transactional Analysis in Education.
Teachers in Hong Kong are devoted players
of the complementary game, "I Really
Must Do Something About My Teaching"
and are often unaffected by long courses
in didactics, humanistic education and
educational psychology. "I Really
Must Do Something About My
Cantonese" is played by foreigners
who never acquire even a smattering of
the local language although numerous
Chinese dictionaries and Cantonese
courses stand on their bookshelves as an
expression of their willingness to
"be with the people". ANALYSIS
Thesis: English is useful but it can't be
fun. Aim: Relief of Parent/Child impasse.
Roles: Learner, Teacher; Real Child, Real
Parent; Student, Subject. Dynamics:
Masochism. Moves: 1. I really must do
something about my English! 2. At least I
tried. Switch: Too close for comfort.
Payoff: English really is difficult,
isn't it? Advantages: Psychological -
reinforces favoured learning style Social
- Group cohesion; TEFL book sales; demand
for English teachers and social standing
of fluent English speakers.
I'm Only Trying
To Help You A version of this
classic game is played with especial
fervour in Hong Kong between visiting
intellectuals and the local educational
establishments The intellectual takes up
a post on a three-year contract
determined to do something useful in one
of the last British colonies. The
situation is quickly assessed and
remedial measures proposed. The local
population of students, colleagues,
government departments nod along and play
a side game of "Gee, You're
Wonderful Professor" (admiration
without action). The intellectual in
question may play up to this with a game
of YUP (You're Uncommonly Perceptive). So
far the game is fairly harmless but as
time goes by and the advice given by the
visiting intellectual is ignored,
sabotaged, under-funded (but never
attacked), the frustration of the
intellectual grows and he begins to make
desperate attempts to "shake up the
establishment", "get the media
on his side" and to "show them
who's boss". The unconscious aims
then come to the fore - "Why don't
people do what I tell them" and
"They don't deserve me". These
are in turn motivated by a fundamental
I'm OK - You're not OK life position. The
passive resistance of the local
population to social and personal change,
one of the strongest forces in the world,
wins the day in the end. The intellectual
storms off to Kai Tak with or without
official car. The complementary game to
IOTTHY (or ITHY for short) is Peasant and
is played by the institution wish invited
the intellectual to take up the post in
the first place with come-ons of
"You're so eminent", "We
need you" and "Poor us".
Financial outlay, although often
considerable, is unimportant given the
perverse psychological satisfaction
obtained by making the intellectual
prescribe remedies which the Peasant
player can ignore ("but just look
how much we paid"). ANALYSIS Thesis:
Why don't people ever do what I tell
them? Aim: Superiority. Roles: Visiting
Intellectual, Local Staff and Students.
Dynamics: Insecurity. Moves: 1. Here's
what you have to do. 2. Why don't you do
what I say? Switches: 1. Rescuer to
Persecutor: I'll show them. 2. Persecutor
to Victim: I'm going. Payoff: They don't
deserve me. Advantages: Psychological -
I'm OK - They're not OK. Social - 1.
(Institution) At least we tried 2.
(Intellectual) At least I tried.
Civic Education
Educating the public is a boom
industry in Hong Kong, although it has
not reached the proportions of Singapore
where citizens are now told how to
defecate. Visitors must also declare
chewing gum to customs. The British
Empire's aim until disintegration was to
make the whole world like West
Hartlepool. Fortunately, they were only
marginally successful. In Hong Kong,
people were presumably told in the
earliest public information films to bury
their dead, feed their children and to
cook their food. The latest films attempt
to prevent people throwing television
sets out of high buildings (it could kill
a child), to warn against leaving knives
and poisons lying around (they could kill
a child) and urge people to hurry up
while they are crossing the Light Rail
Transit lines (especially if you are a
child). You can complain about unfairness
to your legislative councillor (if he is
not under investigation by the ICAC),
listen to practical legal advice (they
put a tape on for you) or even complain
about television (particularly about
Government information films). All this
Civic Education has gone over the heads
of a great many Hong Kong people who
continue to spit, jostle, crowd the MTR,
neglect their children and get out quick
when there is a fire without warning the
rotten neighbours. This is usually the
effect of Civic Education in Britain as
well. Civic Education is a game because
although it aims to present good advice
for everyone's good, it is perceived as,
and is inspired by, a Controlling Parent
("I will tell you what to do").
It has bee noted elsewhere that Hong Kong
people already have a resilient Parent
(or superego) which has strong ideas
about the world which do not always tally
with Western beliefs. The Government
believes in its turn that it is aiming
its advice at the rational self (or
Adult) in the population. In reality, the
advice is dictated by a superior Colonial
mentality and is resisted as such by the
Hong Kong people. ANALYSIS: Thesis: Be
reasonable - do it my way. Aim:
Dominance. Roles: Colonial Example,
Unenlightened Native. Dynamics:
Paternalism. Moves: 1. Here's how to
behave 2. Why don't you do as you're
told? Switch: What do you mean -
"Ethnicity"? Payoff: They'll
never learn. Advantages: Psychological -
Maintains superior position. Social - We
must go out into the far corners of the
fading Empire.
Administrative
Games
Lunch Bag Lunch
Bag, one of Berne's discoveries, is
usually a game played by a married
couple. Mr White decides to save money by
using up all the bits of cheese and ham
he can find in the fridge to make a
sandwich to take to work instead of
buying lunch in a restaurant. This show
of economy so impresses Mrs White that
she surrenders all control of the
family's finances to Mr White. Mr White
can then shamelessly indulge his
expensive desires for stereo equipment,
golfing clothes and fishing weekends with
impunity and without personal guilt.
After all, a man who takes his own lunch
to work in a brown paper bag every day
can't be a spendthrift, can he? By
extension, the game is played with
subtlety and enthusiasm by Government and
other organisations, especially public
ones, in Hong Kong. Crammed into tiny
offices with old typewriters and rickety
chairs in unsavoury parts of town, forced
to use hideous brown envelopes for
correspondence and ageing telephones for
more direct communication, the typical
public servant presents a picture of
threadbare shabby-gentility which masks
his department's unquenchable thirst for
public funds. Hong Kong is probably one
of the most over-administrated but
undergoverned places in the world. The
tiers of bureaucracy at every level,
especially in education and public works,
are extraordinarily dense and resilient.
Moreover, the questionable resource
allocations of Councils and departments
are periodically exposed in the Press . A
recent example of the gravy train
mentality was a delegation of Regional
Councillors sending themselves on a
fact-finding holiday to Australia to look
at shark nets ( a somewhat less important
problem than the prospect of the PRC- run
nuclear generators at nearby Daya Bay).
On return, the Councillors and their
assistants work on in their humble brown
offices and, presumably, submit a humble
claim for expenses incurred during their
necessary and humble tour of the Gold
Coast's seafood restaurants on a recycled
paper form inside a tatty reused
envelope. ANALYSIS Thesis: 1. Be humble
and ye shall prosper. 2. Watch their
pennies and you can spend the pounds on
yourself. Aim: Guiltless exploitation.
Roles: Uriah Heep Administrator,
Taxpayer. Dynamics: Rationalisation.
Moves: 1. Let's save money 2. I saved so
much at Lane Crawford! Switch: I deserve
this for being so careful with money.
Payoff: This Department has imposed
drastic cost-cutting measures in order to
meet Government targets in the next
fiscal year. We apologise for any
inconvenience caused. Advantages:
Psychological - Relieves guilt. Social -
Maintains governmental credibility.
We Will Act Although
Hong Kong Government departments proclaim
their willingness to act, their essential
character is passive. This accords well
with the laissez-faire, commercial
character of Hong Kong which dictates
that money making should not be unduly
interfered with. As the Hong Kong
Government is a branch of the British
Government (or rather a ruse for
appeasing the locals' demand for some
control over their affairs: see Who's The
Boss?), it incorporates some of the
principles of enlightened government, in
particular the concept of law enforcement
and the idea of the Government servant.
Government servants in Western societies
are bound to be not only responsive to
requests from the taxpayer but also
active in the enforcement of laws and
regulations. In Chinese societies, their
character is generally quite different.
Chinese public servants are a dictating
elite whose duty it was, and still is, to
carry out the wishes of a controlling
minority, enlightened or not. Their
responsivity to individuals is
commensurate to the individual's social
status. It was, therefore, quite uncommon
for a worker or peasant in Imperial
China, and still is for the the lower
classes in the present PRC, to complain
to an authority higher than his immediate
superior (and as complaining may lead to
a loss of Face and goes against the
pragmatic nature of most Chinese people,
as noted elsewhere, it is not the
favoured strategy for effecting change in
general). In Hong Kong, people are
encouraged to complain to the Consumer
Council and to Legco, for example, but it
is not generally popular. Complaints
against medical doctors, many of whom are
unscrupulous and grasping beyond the
parameters of professional ethics, are
rare. Public servants in Hong Kong are
thus supported in their fundamental
Imperial position of passivity and
unapproachability by a general attitude
of the populace. When it is pointed out
to public servants that they should be
more active in their enforcement of
regulations concerning planning
permission, littering, hawking,
inspection of restaurants, holes in the
highways and pollution, their response is
"We Will Act" rather than
"We should have acted" or
"We will continue to act".
Citizens are expected to be policemen who
report injustices and grievances to
Government who then consider such
complaints for action. The assertive
nature of Government, which sometimes
needs to be that of a Persecutor of
injustice and inefficiency, is then
devalued to that of a reluctant Rescuer.
The citizen himself may be transformed by
the Government's passivity from concerned
to active Persecutor. As the game of
Michael Kohlhaas shows clearly, he may
then be turned into a Victim of
Government ,the Police or the original
third party wrongdoer (hawker, builder,
landlord for example). ANALYSIS Thesis:
We are government servants paid to act
only when people complain. Aim:
Abnegation of social role. Roles:
Aggrieved Citizen, Public Servant.
Dynamics: Passivity. Moves: 1. We will
act 2. But why didn't you do it in the
first place? Switch: What? A rat in the
same restaurant? Payoff: Aggrieved
Citizen becomes Policeman, Public Servant
becomes Judge. Advantages: Psychological
- Blamelessness. Social - Appeases
burgeoning middle class.
Michael
Kohlhaas This game is derived
from a novella of the same name by the
German writer, Heinrich von Kleist
(1777-1811). The attempts of the story's
hero to redress the wrong done to him in
a province of feudal Germany, actually
amounting to no more than the harsh
treatment of two horses, leads to the
involvement of the Holy Roman Emperor
and, finally, to Kohlhaas's own
execution. A main theme of the story is
an obsession with absolute justice. It is
clear from an analysis of the preceding
game that absolute justice in Hong Kong
has the shelf life of a soap bubble. An
examination of Judicial Games (q.v.) will
confirm this. The law, taking its lead
from the Hong Kong Legal Department, is
an ass. Nevertheless, some people harbour
unreal expectations of the administrative
machinery in Hong Kong, believing that it
exists to further good government and
justice rather than its real aims - being
a Third World administration in statu
nascendi - obfuscation, delay,
bargaining, plastering over cracks and,
occasionally, taking kick-backs. The real
Michael Kohlhaas player's unconscious
motivation is however quite different
from the apparent concern with justice -
he wishes to alleviate boredom and
frustration from other sources, perhaps
from an overly comfortable bourgeois
lifestyle. Michael Kohlhaas is thus a
game favoured by foreigners and Hong
Kong's enlightened middle class. The
mechanism of the game resembles Berne's
"Now I've Got You, You SOB".
Mrs Treegrunter-Smythe moves into an
expensive apartment block in Mid-Levels
in the belief that she has at last
escaped the hordes of hideous and noisy
people her husband's latest posting has
made her come into contact with. She has
just finished discussing arrangements
with the interior decorators when major
renovation work begins on the whole
building and bamboo scaffolding obstructs
her view of the harbour. Jack hammers and
pile drivers operate seemingly round the
clock and bits of masonry are found in
the pots of her favourite balcony plants.
Telephone calls are made to the building
contractors, management agency, landlord,
husband, radio stations. Letters are
written to the Government, the police and
the English newspapers. The reactions of
the police and the Government departments
is to listen politely, take notes,
inspect, reassure but, in the end, to
look up to the heavens, complaining about
insufficient powers to remove the
nuisance. In fact, the Government in Hong
Kong, a virtual police state, can come up
with regulations to do almost anything it
wants with the greatest ease and speed.
Mrs Treegrunter-Smythe doubles her Valium
and enrolls at the Vital Life Centre. The
noise and discomfort continue - at
$40,000 a month. Exasperated beyond
belief, the lady now decides to strike
back against the forces arranged around
her. Steeled by a shot from an expensive
single malt whisky her husband thought he
had concealed underneath his Japanese
teenager pornography in the guest
bedroom, she selects a large knife from
the kitchen and hacks one of the bindings
on the bamboo scaffolding close to her
balcony. One of the mainland workers sees
her but decides to keep quiet. The
incident is quickly forgotten and the
lady now employs one of Hong Kong's
renegade lawyers to sue with vehemence.
Nothing can be done. Only temporary
injunctions and a small reduction in the
rent bring some feeling of redress in Mrs
Treegrunter-Smythe's increasingly
desperate mind. The landlords are now
heartily tired of what they perceive as a
tedious troublemaker, as are the police.
When a worker falls several floors from
the scaffolding outside Mrs
Treegrunter-Smythe's flat and sues here
for malicious endangerment, the police,
the Government departments and the
landlords breath a sigh of relief and
issue joint writs. Mrs Treegrunter-Smythe
pays the compensation but spends her
remaining time in Hong Kong protesting
her innocence in the media or anywhere
else people might pay attention to her.
At a more mundane level, the game is
played by people who have something
against police in general (possibly
because they are reformed criminals or
have been rejected by the police
recruiters). They persecute the police
for not enforcing traffic or security
regulations and enjoy many minor
victories until they provoke the police
by taking the law into their own hands
(causing an accident by redirecting
traffic or joking about bombs at the
airport for example). The antithesis to
this variant of the game is correct
behaviour and clear realisation that
suing the police or Government
authorities costs the latter nothing in
personal terms in most instances. The
machinery available to Government and the
police in Hong Kong for persecuting the
individual citizen is however
considerable, and free of charge, for
individual public servants provoked by
hard Michael Kohlhaas players. ANALYSIS
Thesis: I know what justice is. Aim:
Justification. Roles: Victimized Just
Citizen, Persecuting Authority. Dynamics:
Masochistic Rage. Moves: 1. How dare
they! 2. I'm sorry but I got all shook
up. Switch: (Judge) It looks to me as if
you are the criminal party, Mrs
Treegrunter-Smythe. Payoff: I am
innocent. They have got it in for me.
Advantages: Psychological - Bypasses
underlying malaise. Social - At least
she's got principles.
Political Games
Legco or Uncle
Wong's Cabin Until recently, the
composition of the Legislative and
Executive Councils was safely in the
hands of a species of over-adapted
individuals so like Governor Sir David
Wilson's Foreign Office crowd that they
had even begun to speak like him (an
ethereal but essentially effeminate voice
borrowed from Runcie, the former
Archbishop of Canterbury). Such imitation
would not be a game if it did not occur
outside consciousness. The sad truth is
that the old crowd of appointed members
and "elected members" from
"functional constituencies"
(oligarchic cliques) are largely unable
to perceive what has happened to them:
their true identity having been
surgically removed like a large part of
Michael Jackson's nose. The payoff of
Uncle (and Auntie) Wong is a growing
bewilderment that it is now not enough to
suck up to Colonial rulers even if the
colonial system is not too far removed
from what could await Hong Kong in 1997.
The switch pulled by Mr Martin Lee in the
first direct elections reverses their
roles from Persecutors of democracy to
its Victims. ANALYSIS Thesis: Suck up and
shut up. Aim: Adaptation. Dynamics:
Alienation. Roles: Colonial Ruler, Local
Worthy. Moves: 1. Yes, massah. 2. Who are
all these Hong Kong democrats? Switch:
Direct elections. Payoff: Political
graveyard. Advantages: Psychological -
Temporary self-aggrandizement. Social -
Power to the oligarchs.
Non-Interference
In China's Internal Affairs This
game's title is the favourite cliche of
the People's Republic of China (PRC) in
much the same way as "Stability and
Prosperity" is the call-sign of
every self-respecting politician in Hong
Kong. Allen Lee for example never gives
an interview without at least one mention
of the phrase. NIICIA originates from the
"News Agency" of the PRC , a
very large building in Happy Valley, Hong
Kong Island. Actually, employing so many
staff to spy and prepare for Stalinism in
the sovereign territory of another
country is usually considered to be
interference in most country's internal
affairs and even Libya in its heyday was
not as cheeky in London as the PRC is in
Hong Kong. It is all a matter of national
self-respect. The story still told in PRC
schools is that Britain kidnapped Hong
Kong from rotten corrupt rulers and that
it is a power of occupation, not a
landlords or a rightful owner. This is
the Victim position taken up by the PRC.
In fact, it would be hard to imagine the
PRC existing without the entrepot of Hong
Kong or something similar. It was an
Adult necessity for all Communist power
blocks in the past to have access to
foreign exchange and foreign goods (in
order that they could maintain some
contact with the real world ). The
lamentations of the PRC have been fulsome
indeed since 1949 but they never quite
got round to invading Hong Kong. It would
be tantamount to cutting off your nose to
gain Face. Despite the advantages of Hong
Kong in keeping an inefficient and
decadent empire afloat, the PRC wept
enough crocodile tears to secure the
unequal treaty of 1984 known as the Joint
Declaration. The real fact of the PRC
being the Persecutor in the piece has
become more evident since the Tiananmen
massacre. NIICIA has the advantage of
halting debate on real issues
(surveillance, incarceration, torture for
example) whilst securing a position for
more Persecution. Related Games: Kowloon
Taxi, Blameless. ANALYSIS: Thesis:
"No one should know what goes on
behind closed doors." (Josef Stalin
- Unedited Memoirs). Aims: Confusion
Roles: Victimized Nation, Persecuting
Colonial Power Dynamics: Little Old Me.
Moves: 1. Stop beating me! 2. Hand me the
whip. Switch: Feigned Victim to
Persecutor. Payoff: 30th June, 1997.
Advantages: Psychological - Maintains
sadistic stance. Social - Enter the
Dragon to eat the golden goose.
Who's The Boss?
The three-cornered fight in Hong Kong
between Legco, the British Hong Kong
Government and the mainland's NCNA seems
to be the perfect illustration of Stephen
Karpman's drama triangle. In most
disputes, one of the three parties
occupies the position of Persecutor,
Rescuer or Victim until a switch or
reversal in roles occurs. In general,
most Drama Triangle activity is also game
activity and in Hong Kong, the favoured
game is Who's The Boss? In a typical
game, say over the Court of Final Appeal,
Legco represents itself as a Victim of
two Persecutors: Big Bad Britain and Even
Worse PRC. The Press asks as a Rescuer in
the favourable coverage it gives to
Legco's quite legitimate concerns over
the rule of law after 1997. The British,
through the Hong Kong Government, do not
like to occupy the Persecutor position
for long and make concessions to Legco,
arrange for public debates and promise to
make strong representations to the PRC.
For years, of course, the PRC acted as
Rescuer for the local people against what
was perceived as the iniquitous colonial
regime. Legco and allied human rights
organisations begin to persecute the NCNA
through demonstrations, candid statements
and petitions. After some negotiation at
the Joint Liaison Group it becomes
obvious that the PRC will not budge and,
moreover, if it gets any more trouble,
the airport project may be delayed. The
rumour of such a calamity sends shock
waves through Legco's vested interest
groups in construction, trading, land and
other pertinent spheres. The British are
also alarmed by the threat to their power
in the unprecedented moves towards actual
protest in Legco, which was hitherto a
chamber for nodding through government
policy. They begin to Persecute Legco
once more whilst Legco Rescues the PRC by
mumbling that "it is all Britain's
fault". The British are transformed
into the Victims but are Rescued by the
PRC who arrange for some last-minute
tactical concession on something quite
unconnected to divert attention from a
subject which has exhausted its political
interest anyway. Apart from the switches
in role, the most important feature of
Who's The Boss? is the assumption of
power by Legco in a game where it
effectively has none. The power of the
effective agents in the game (Britain and
the PRC) is in its turn diluted by
representatives (the NCNA and the Hong
Kong Government). These two agencies have
no power in the non-game of Realpolitik
played by the Foreign Offices of the two
countries concerned. This non-game is not
played around the idea of authority,
which is the fundamental con of Who's The
Boss?, but around real concerns such as
mutual advantage, maintenance of
influence and continuing profits; or the
avoidance of destabilising events. The
antithesis to Who's The Boss? would
appear to be Legco's recognition of the
fictitious nature of the Hong Kong
Government and the NCNA. They should
conduct direct negotiations with Britain
and the PRC without the illusion of
authority but with a real concern for
local people combined with the real
threat of Hong Kong people's power to
disrupt the smooth running of a Stalinist
regime. ANALYSIS Thesis: We are powerful
mandated representatives. Aim: Authority.
Roles : Persecutor (typically the PRC),
Rescuer (typically the British), Victim
(typically Legco). Dynamics: Domination.
Moves: 1. What about human rights? 2. I
think we have to adjourn this debate.
Switch: China was right all along.
Payoff: They are listening to us at last.
Advantages: Psychological - Relieves
insecurity. Social - Democracy for the
people.
Law Games
As we have indicated in
a number of previous sections,certain
games may be played in a "hard"
way which leads to the courthouse or to
prison, if not to hospital or the morgue.
Just as medical practitioners are able to
collect high fees for ministering to some
of the more pathological game players in
Hong Kong, the practice of law is a
lucrative occupation given the number of
willing players of hard versions of
"Goldfinger", "Michael
Kohlhaas", "Fung Shui" and
"Joint Venture", or even
"Night Club" and "Chinese
Girl" (as recent sensational cases
have shown). There are few lawyers for
the population in Hong Kong compared with
the USA (2,100 solicitors, 384 barristers
in 1989) and a lot of work for them to
do. Fees are very high. In criminal
cases, one well-known firm charges even
for ballpoint pens and sweeties (only
M&Ms and transparent fruit drops are
allowed) for clients detained in a
Reception Centre or Correctional
Institution (Hong Kong has few
"Prisons"). This is in addition
to its usual care, conduct and control @
HK$ 2,000 per hour. A key game in the
Hong Kong legal world is thus
"Hidden Fine" in which an
acquitted accused may face an horrendous
legal bill after the case, a fact of
which merciful judges are perfectly
aware. The employment of a "London
Silk" is the legal fraternity's
major extortion racket but apparently so
impresses the more insecure Hong Kong
judges that acquittal is a mere
formality. Despite being one of the most
vigorously policed territories in the
world (one police officer for 200
citizens in 1989), the rates of violent
crime have soared steadily from 24.8 per
100,000 population in 1956/7 to 307.7 in
1989/90. Armed violence in shopping
centres, banks and jewellers' is now
relatively commonplace. Mugging and other
petty street crime against individuals is
however still uncommon. Divorces give
lawyers a lot of comparatively easy work
as the games of Pere de Famille and Happy
Families reach one of their more dramatic
culminations. There were ten divorce
petitions for the courts to deal with in
1953 compared to 5,056 in 1985. On the
other hand, bank fraud, money laundering
and insider trading, although undoubtedly
common in Hong Kong, provide only a few
expert legal representatives with steady
work, albeit for a number of years in
some cases, due to the small number of
prosecutions initiated. This is a
reflection of the general tolerance
towards kick-backs and other sharp
business practice in the territory.
Prosecution of big triad bosses is also
rare. The degree to which triads rule
certain areas of Hong Kong life appears
to be growing after suppression in
earlier decades. The film industry, which
makes films glorifying some triad heroes,
held a public demonstration recently to
protest against the "tea-money"
needed to film in certain locations. Some
film stars were also intimidated to star
in certain gangster films by the triads
whose life they represented. It is
difficult at present to gauge the degree
of hypocrisy inherent in the stars'
protest. The demonstration certainly gave
many a good deal of free publicity.
Although it is quite obvious to even the
most ignorant and unprejudiced observer
that many aspects of the legal system in
Hong Kong - laws, courts, judges and not
least lawyers - present elements of
oddity or amusement and arouse suspicion,
the game playing of the legal world is
not clear in many respects. This is
largely due to the legal world's general
liking for obfuscation, privileged
information, cabalism, and in Hong Kong,
active protection of the venal and the
incompetent, especially at Government
level. Complicated surface structures,
such as those present in most legal
systems, often mask the ulterior
mechanisms of self-deception and
destructive interaction which
characterise the essential nature of
games. Thus it is that the long and
complicated submissions of the lawyers in
Mrs White's divorce case may mask an
essential game of "If It Weren't For
You" or "Now I've Got You, You
SOB". The protracted legal
resistance against extradition in the
Osman affair conceals underlying games of
"Cops and Robbers" and
"Bum Rap". Sociology and
conventional criminology do not
satisfactorily explain the motivation of
the criminal or account for the dramatic
increase in certain crimes in Hong Kong
during its periods of greatest economic
progress. Ordinary legal analyses cannot
account for the development of law in
Hong Kong nor for its sudden reversals
and inconsistencies. Without the idea of
games, no analysis of human behaviour -
and probably collective human behaviour -
is comprehensive or convincing. The
inadequacy of strictly disciplined
psychological or sociological approaches
to social questions is sometimes
inadvertently expressed by the
investigators themselves. One recent
assessment of legal questions in Hong
Kong, although written from a
sociological viewpoint, employs some of
the terms of game analysis to reach a
full understanding of its subject.
Writing in Crime and Justice in Hong
Kong, (ed. Traver and Vagg, OUP 1991) Lo
Man-chiu uses terms such as
"Game", "Player",
"Actor" and "Role"
not in the specific Bernean sense but
clearly aware that some important
structure operates beneath the surface
phenomena. The real problem in analyzing
legal games in the sense we use the term
is to differentiate the deliberate
"professional" ulterior
transaction (such as provoking the
witness whilst apparently complimenting
him) from the ulterior transactions which
go on outside the awareness of both
parties. This latter interaction may
constitute a game. The former is the
professional trick. Despite the
assertions of many, Hong Kong lawyers are
probably just as dishonest, in a moral
sense, as any other Western legal
fraternity. Judges on the other hand,
like many Hong Kong academics, belong to
the Third World circuit and are usually
not quite the best in either probity or
competence. The degree to which lawyers
and judges (and their ancillary
secretaries, clerks and translators) play
games in the Hong Kong legal system
appears to exceed the gamy activity of
other legal worlds, however, because they
reflect, as professionals, the
game-ridden behaviour of their Hong Kong
clients and paymasters. The demand for
litigation has increased greatly in Hong
Kong in recent times. An alternative to
building more law courts to complement
the existing tower blocks would be to
employ game analysts instead of lawyers
and judges in the vast majority of civil
proceedings ,and in an advisory capacity
to the bench in criminal cases. This
would have the effect of expediting
expensive trials, most of which are
prolonged salvoes of legal jargon aimed
at proving total guilt or innocence. In
most legal disputes, however, the
question of guilt is hardly ever
one-sided or wholly conscious in nature.
The adjustment of the legal framework of
Hong Kong to the advances in psychology
made in this century will probably only
follow when Britain or the PRC shows some
willingness to do the same.
Aborigine
The resistance of certain New Territories
people to the rule of law was detailed
amusingly by Austin Coates in his stories
of his time as a District Officer.
Alternately obtuse, conniving, stubborn
and audacious, New Territories people,
although in many ways spoilt children of
a benevolent protective regime, maintain
their position of being aboriginal
inhabitants of the New Territories
entitled to separate development. Of
course, only few New Territories people
(at most one in 8) can trace their
family's residence in the territory back
further than two generations. In the game
of Aborigine - which can also be played
in town - genuine entitlement to ethnic
separateness, which is perfectly
legitimate, is subordinate to the power
of the assumed role. The greater part of
the law applied to the New Territories
is, in the final analysis, no different
from that applicable to Hong Kong as a
whole: British common law, precedents and
a few local touches (such as the death
penalty). The British, perhaps out of a
feeling of guilt which they did not feel
for their occupation of Hong Kong Island
and Kowloon, have attempted to respect
the curious laws of ancient China with
regard to the New Territories.
Concubinage was a notable example. Even
today however, the local elder rules
supreme in New Territories villages and
must be consulted by the police before
they enter his hallowed ground. Failure
to inform the elder before the police
arrive can have disastrous results. On
Lantau, Hong Kong has the perfect open
cultural museum in Tai O, a place which
although it has two police inspectors, is
as beyond the rule of reasonable law as
was Treasure Island. The basic con of the
Aborigine player is the assumed role of
confused indigenous subject under unjust
Colonial role. Such confusion and
olde-worldiness does not affect the
Aborigine player's enjoyment of modern
bourgeois society in Hong Kong:
off-course betting, laser disc karaoke
and Danish butter cookies. The confusion
usually arises when the Aborigine player
is asked to comply with the law - for
example pay rates or income tax, to stop
using his land as a rubbish dump/garage
or, occasionally, to send his children to
school or court. The authorities often
pull "Crown Land" (claiming
that the Government is the ultimate owner
of the land in question and requesting
the Aborigine to "Get Orff My
Laaand"). The confused Aborigine
player may appeal to the NCNA or the more
sinister Heung Yee Kuk for help
exclaiming: "Colonial Infamy".
As in the game of Fung Shui (which may be
played simultaneously with Aborigine),
some cash payment usually smooths matters
over and, emerging suddenly out of his
confused wronged state, the Aborigine
player seizes the cheque with both hands.
The most remarkable example of this in
1991 was the huge compensation paid out
to a man who had squatted under a
staircase in a Kowloon building for some
twenty years. Instead of being summarily
evicted when the building was condemned,
the man pulled Aborigine to claim he was
a bona fide resident, in the olde worlde
understanding of the term. An alternative
to the 1984 Joint Declaration, by which
Sir Geoffrey Howe showed the mettle which
made his usual comparison with a sheep
all the more convincing, might have been
a subtle manoeuvre of Aborigine on the
part of the British Government and the
seeking of commensurate compensation for
ceding Hong Kong to the PRC. Of all
arguments, this would have been the most
convincing in the eyes of the People's
Republic. Related games: Fung Shui,
Refugee, Blameless. ANALYSIS Thesis: I am
a poor confused aborigine living under
colonial tyranny. Aim: Freedom from
responsibility. Roles: Wronged Aborigine,
Colonial Tyrant. Dynamics: Absolution.
Moves: 1. Here is your rates bill. 2.
Help, I'm being suppressed! Switch:
Suddenly I see you and your cheque were
right all along. Payoff: Times change and
so mustn't I. Advantages: Psychological -
Reinforcement of ethnic stance. Social -
We still have our dignity, you know.
Lock 'Em Up
Hong Kong was created to serve the drug
trade and some of its earliest laws tried
to regulate hemp, betel nuts and opium in
order to derive profit from their
distribution. Opium became a Government
monopoly in 1912 and led to even bigger
profits for the public coffer. Dangerous
Drugs Ordinances were inspired in the
beginning by a desire to keep the trade
in official hands, not to address a
serious social problem. Thus it was that
1n 1924 20-25% of the adult male
population of Hong Kong smoked opium and
as recently as 1965, this figure stood at
12.5% (official estimates). Recent times
have seen a switch to heroin as the drug
of choice and a fall in the Government
figures from 60-100,000 in 1977 to 42,000
addicts in 1989. Even if
"recreational" use (a misnomer
of course) and official optimism in
compilation of figures are discounted,
Hong Kong clearly has a significant hard
drug problem. The efforts of all Western
countries to deal with the social problem
of drug addiction to date has focussed on
interrupting the supply of hard drugs
rather than, for example, addressing the
mechanism of demand or analyzing the
psychology of addiction. Drug traffickers
are persecuted by police and even
specially created para-military
organisations. In Hong Kong, trafficking
ia defined as possession of more than 0.5
grammes of heroin or morphine, or 2.5
grammes of any mixture containing not
less than 0.2 per cent morphine. The
trials of drug traffickers seem to
revolve around a technical formula of
conversion of the drugs seized into the
power of No. 3 heroin. The sentence given
is related to the amount of morphine
equivalent the drugs actually contain.
The specific social effect, the actual
people supplied, the economic necessity
of the dealer (who are often users
themselves) are gone over in favour of a
primitive scale of guilt based on power
to intoxicate. Thus it is that much court
time is taken up by quibbling whether to
send the accused to incarceration for
ten, thirteen or fifteen years. The logic
of relating sentencing to narcotic
potency might lead judges to impose
stiffer sentences on drivers of
limousines involved in traffic accidents
as a limousine is capable of causing
greater damage than a Fiat 500cc. Again,
the same logic presumes that there is a
significant difference between a sentence
of thirteen and ten years in prison.
Perhaps there is for someone who has
already served ten years, or eight, but
as a move to reform wrongdoers and
protect society, the effect of stiff
sentences is questionable. As one year in
prison is the equivalent of being knocked
unconscious, the repeated beating of a
long prison term will not make the
prisoner more unconscious. The possible
use of drug traffickers as trainee drug
therapists or in day release schemes with
electronic monitoring has not been
considered in sufficient depth by a
Government obsessed with retribution. The
fact that there is a hard core of hard
drug abusers in Hong Kong who constantly
reoffend and do not respond to the
programmes of SARDA (The Society for the
Aid and Rehabilitation of Drug Addicts)
cannot be addressed in an atmosphere of
crime and punishment. TA analyses
alcoholism and other drug abuse as a game
with at least five players, usually
Abuser, Persecutor, Rescuer, Patsy and
the Connection (see Berne, Games People
Play and Claude Steiner, Games Alcoholics
Play). The Persecutor is the drinker or
drug addict's excuse to use or drink,
often a spouse. The Rescuer is the person
who cleans or covers up afterwards; he
Rescuer is typically a doctor or some
organisation like AA or SARDA. The Patsy,
perhaps mother or a willing welfare
agency, is the person who slips the drug
abuser some money or the rent. Finally,
the Connection is the barman, or the drug
trafficker who supplies the goods. Viewed
in this way, drug abuse presents a
predictable set of social relationships
which can be verified in the examination
of any drug "scene". The
important point in this analysis is that
the group of players is usually exclusive
and complementary and rarely involves
outsiders. One of the traditional myths
of retributive justice - the drug pusher
- is incompatible with the reality of the
addiction game which is played by a
clique of mutually destructive insiders
rather than a vicious threat to Society.
This small group model of drug abuse is
related to the games of governments
around the world, including Hong Kong, in
tackling the problem of drug abuse. The
role of the Hong Kong Government and
Government-sponsored agencies - excepting
perhaps the Community Drug Advisory
Council - appears to be alternately
retributive and Rescuing in nature (for
example in its ordering of addicts to
Addiction Treatment Centres in lieu of
prison). The courts seem intent on
shifting society's guilt away from the
central problems such as our drug-using
culture and the widespread desperation of
modern urban life. ANALYSIS Thesis: Lock
up the Connection. Aim: Justification.
Roles: Social Menace, Strong Arm Of The
Law. Dynamics: Retribution. Moves: 1. We
have found certain substances concealed
about your person. 2. How much morphine
equivalent is that? Switch: We still have
42,000 addicts. Payoff: The war against
drug abuse is unceasing. Advantages:
Psychological - Alleviation of guilt.
Social - Say No and Lock Them Up.
Translator
One of the greatest amusements in Hong
Kong is a morning in the public gallery
of a court, preferably a magistrate's
court, but District Courts have been
known to draw large crowds. The higher
courts, being deadly serious, can be very
dull especially for the judges and
jurors. In recent times, several jurors
have been found dozing during more than
usually tedious submissions whilst one
High Court judge was disciplined for
reading a novel whilst listening to
counsel in open court. Luckily, in the
lower courts the entertainment value is
so great that no one feels inclined to
sleep or read. A typical morning will
include a brawl, a gambling school, a dog
or traffic incident, some hawkers and
several common thieves. The author's only
court appearance in Hong Kong, in which
he managed to argue successfully that he
did not own the dog who had bitten
everyone, was sandwiched between an
expatriate appearing for indecent
exposure at Central and a group of card
players who had on average twelve
previous convictions for illegal
gambling. The magistrate was an
Englishman. He did not need a translator.
Many of the judges and lawyers in Hong
Kong courttsrequire translators as they
are Europeans not acquainted with
Cantonese. Moreover, although the court
may proceed in Cantonese for some time,
the official language of law in Hong Kong
is English, few of the laws having been
translated into written Chinese. The
interpreters in court have to serve as a
bridge between the accused and witnesses
and, as the process of translating every
statement takes time, they are encouraged
to be selective in their translations.
What actually happens is that an abridged
version is supplied to the judge from the
accused or the witness and a garbled
version of a lawyer's or a judge's
question is posed to the witness or
accused. A dialogue may run thus: Judge:
How many other people were present in the
restaurant when the accused entered with
a knife? Translation: How many people
were there with you? Witness: Seven, but
the man with the knife was already there.
Translation: Seven. Judge: Did you know
all of them? Translation: Did you know
all the people in the restaurant?
Witness: My uncle and my nephew were in
the restaurant. Translation: Two. Judge:
And when did the stabbing take place?
Translation: When did the man stab the
victim? Witness: I couldn't see the clock
because of the other man with the gun.
Translation: I don't know. The lack of
verbatim translation may lead to a lot of
the case being misunderstood and a false
impression of the situation arising in
the judge's mind. The game aspect of the
interpreter's activity arises when he
begins to select material either for or
against the accused based on his own
unconscious prejudices and sympathies. In
the above instance, the mention of the
other man with the gun and the fact that
a man with a knife was already in the
restaurant when the accused arrived would
have altered the run of the case
significantly. Of course, in reality the
game of Translator is very subtle,
affecting the appearance of evidence in
mere nuances. The vast majority of court
interpreters are trained not to play the
game but slips outside consciousness are
not prevented by even the most rigorous
prior tuition in objective translation,
for every translation, especially between
languages as dissimilar as Cantonese and
English, is an interpretation. Local
accused in courts in Hong Kong should
therefore bear in mind that they must be
careful not to incur the displeasure of
either of the two effective judges
present and should treat the court
interpreter with the respect he deserves.
ANALYSIS Thesis: I am an objective
reporter - even of horrid people I don't
like. Aim: Professional reassurance.
Roles: Accused, Interpreter Judge, Other
Judge. Dynamics: Blamelessness. Moves: 1.
Judge - Do you behave violently towards
your spouse? 2. Interpreter - Have you
stopped beating your wife? 3. Accused -
No. I mean yes. Switch: The accused says
he hasn't stopped beating his wife.
Payoff: I just tell it how it is.
Advantages: Psychological -
Justification. Social - It is a difficult
job but someone has to hang these
criminals.
Media Games
Boob Toob
Jan Morris, writing in her book about
Hong Kong, describes the television of
the territory as some of the worst she
has seen anywhere. The major quality of
TV in Hong Kong is its power to
infuriate. Films are often cut in such a
clumsy way that a prodigious literary
imagination is needed to patch together
the fragments of incident presented into
a comprehensible whole. News broadcasts
(stipulated in the companies' charters)
are interpolated at crucial points in the
film to reduce the tension and artistic
integrity of even the finest film to the
quality of a poor soap opera. The
essential cons proposed by the two
television companies in Hong Kong are the
ideas of "public utility" and
"journalistic ethics".
Operating within the British tradition of
high quality television and public
responsibility (Lord Reith, Dimbleby, et
al.), the TV companies, especially TVB,
pander to the worst instincts of the Hong
Kong public and provide gaudy, throwaway
culture most evenings with the occasional
alibi political discussion or
government-made documentary. Rates for
commercials must be very low to judge by
the frequency with which they are
re-broadcast. Bewilderment and unease
manifest themselves when news broadcasts
run half a day behind the BBC World
Service and when even the prospect of
cable TV becomes so appealing to bored TV
consumers. The TV companies then run to
their government lobbies and exclaim:
"But we provide a public
service". ANALYSIS Thesis: We are a
serious public utility. Aim:
Justification. Roles: Responsible Public
Broadcaster, Viewer. Dynamics: Boredom.
Moves: And now another chance to hear the
in-depth interview with the Governor. 2.
Why are people not buying our
advertising? Switch: Cable TV, Video
Rentals, Nintendo. Payoff: Due to falling
revenue we are forced to radically
restructure major capital expenditure in
the next fiscal year. (Ed., you're
fired). Advantages: Psychological -
Professional pride. Social - We shall
inform and entertain.
Hello English
Audience Hong Kong benefits from
a large amount of English language media:
two TV stations, about six radio stations
and two daily newspapers. The newspapers'
readers and the TV stations' viewers are
mainly Cantonese mother tongue. It is
likely that very few people listen to the
output of the English radio stations
given the excellent upbeat attractions
available on the Cantonese channels.
Nevertheless, radio presenters on the
English channels are called on to appear
relevant and alive, as if their audience
were in the hundreds of thousands rather
than in the hundreds. Many presenters
gained broadcasting experience in systems
where audiences were reasonably large.
Others derive their amateurish or
pedestrian style ( imitating the old BBC
Home Service or Radio Luxembourg of the
70s) on the fact that they have never
broadcast anywhere else. The quality of
the newspapers, on the other hand,
depends on the particular merits of
whichever provincial editor from
Australia or Britain can be persuaded to
take up one of the two leading positions
on the fringe of English language
journalism (Third World division). The
game aspect of the radio, and to some
extent the other English language media
in Hong Kong, is expressed in the
unconscious assumption of a wider
audience than is actually the case. The
broadcasting style is derived from this
and "cons" the audience into
believing that it is in an
English-speaking environment. This may
contribute to the bewilderment underlying
the games of Expat and Disco Bay. A more
intimate style of broadcasting combined
with more local broadcasters might
contribute to a reversal of the social
marginalisation of English speakers in
Hong Kong, something which English
language broadcasting originally sought
to prevent. The English newspapers offer
disproportionate coverage to anything in
English or anybody who can write the
language. Although this is a bonus for
the more obscure psychological,
humanistic and environmental groups in
the territory, social impact of such
world improvers is obtained more
efficaciously through even minimal
partial exposure in the Chinese press
rather than saturation coverage in the
English media. As some world improvers
like to be eternal minorities and shrink
back from even partial realisation of
their goals (cf. I'm Only Trying To Help
You), they are the media's most loyal
partners in the game of Hello English
Audience. Hello English Audience may also
be a game played by writers of popular
psychology in English aimed at the Hong
Kong market (cf. Celeb). ANALYSIS Thesis:
We have a large English-speaking
audience. Aim: Relevance. Roles: English
Media, Audience or Readership. Dynamics:
Fugue. Moves: 1. What time can you fit me
into the programme? 2. What time can you
get here? Switch: He's the
English-speaking housewives' favourite.
Payoff: I get everything I need from the
English media, thank you. Advantages:
Psychological - Relieves alienation.
Social - Commonwealth Union of
Broadcasters etc.
Bilingual
In order to save money in trying times,
one of the TV networks took to employing
"bilingual" staff to present
its news and other filler programmes.
Imported from Chinese communities in
Canada and the West Coast of the USA,
they are competent in neither Cantonese
nor English but illustrate the underlying
game played by English TV in Hong Kong.
This is aimed at persuading the local
population that although the station is
in English, it offers no threat to their
identity or way of life. A parallel is
the use of newscasters with thick
Allemanic accents on the radio in
Switzerland reading High German barely
distinguishable from Swiss dialect. The
Swiss complain if the accent becomes too
neutral. English language TV in Hong Kong
is really an advertising medium for
certain consumer products and services:
watches, brandy, travel, expensive
handbags and clothes, imported furniture.
The viewer is thus already alienated by
watching English TV before the barrage of
bad English begins. He thinks that only
very rich people live in Hong Kong and,
perhaps, he is very rich. More alienation
occurs when he sees long discussions at
midnight on the comparative merits of
horses. This is the longest English
language programme of the week devoted to
local affairs. Apparently, people in Hong
Kong are not only rich, they also are all
gambling mad. Although the main presenter
is a European person, his English is
sufficiently transfigured by a thick
Irish accent to meet the requirements of
the Bilingual game. Can any local people
follow his wise pronouncements on the
7.00 at Happy Valley? English can be
garbled, crushed, mispronounced, cut
mid-sentence (in film presentations) or
broadcast in a sound quality which only
clever whales or bats can decipher
(particularly in CNN re- runs of
"current affairs"). Perhaps all
English speakers in Hong Kong are lip
readers. In any case, the sub-titles
(often only an approximation of the
English) reassure the local audience that
English is impossibly difficult and they
were right not to learn too much of it at
school. ANALYSIS Thesis: English is an
alien and alienating language. Aim:
Reassurance. Roles: English TV Service,
Local Viewers. Dynamics: Xenophobia.
Moves: 1. Here's Crystal Kwok with Maxell
Music Motion. 2. Did she really say that
about Freddie Mercury ? Switch: Off.
Payoff: BBC World Service Television.
Advantages: Psychological - English is
for external purposes. Social - We are
with the people.
Spiritual Games
Fung Shui
(missing in this online edition on the
advice of a Fung Shui master).
The Undead
The first missionaries in Hong Kong must
have been shocked by the religious
practices of the local people. Far from
simply worshipping deities in the way
missionaries may have encountered in
earlier postings around the
"savage" globe, the locals
worshipped their dead ancestors through
pictures, lacquered ancestor boards and
graves on hillsides. Moreover, the
heathen enemy had a variety of names and
influences: Taoism, Buddhism,
Confucianism differently emphasised by
different peoples. Buddhism in particular
was a particularly difficult enemy as it
incorporated so many Christian ideas like
purgatory, self-denial and humility.
Taoism was so ethereal in tone that
Christianity's mysteries could not
compete for interest in the popular
imagination. Pomp and ceremony were
highly developed and the ethical
guidelines from Confucianism had been
absorbed into sociological reality over a
greater period of time than
Christianity's fundamental messages had
had time to influence the Western
mentality. The most difficult thing for
the missionaries to swallow was most
probably the local people's attitude to
death. Chinese people do not generally
praise suffering and do not see it as
ennobling or transfiguring as
Christianity has done. On the contrary,
death is an inconvenience to be borne
with fortitude and prepared for by the
engendering of sons who may pray for one
after one's demise. This seems to be a
very practical arrangement of survival of
the personality in the memory of those
still alive. Some local people are of
course very superstitious and do not like
to talk about death. This does not
prevent the Queen Mary Hospital placing
its Death Certificate Dept. right next to
the Admissions section. It is right to be
realistic and no one objects to what
Westerners would term insensitive. Death
in Western societies has been
marginalised and made tabu although, as
Philippe Aries has argued, it was
familiar and integrated into everyday
life in the Middle Ages. Death is
regarded not only with practicality but
with great spirituality by the Chinese,
something which belies the common Western
perception (propounded in, for example,
David Bonavia's work) of Chinese people
as pragmatic materialists. The spirit
world is much more tangible in Chinese
religions and ghosts, ghouls and zombies
may even marry, eat and persecute the
living (in more than a psychological
sense). In Western thinking, the split
between the spiritual and the actual is
comparatively clear. The sociological
reality of clans, survivalist thinking,
hierarchical structures and filial piety
has not damaged the fundamental
spirituality of the Chinese. This is one
of the main reasons why Christianity has
been such a failure in Chinese societies.
The apparent hedonism, practicality and
superstition seen by righteous Christians
hide a sense of spirituality unmatched in
Western culture. The Chinese are
surpassed in sensitivity to the Beyond by
the Balinese, however, who, amongst other
things, store their ancestors in their
back yards. ANALYSIS Thesis: Spirits can
be part of the living world. Aim:
Resolution of sociological/spiritual
impasse. Roles: Christian Missionary,
Local Heathen. Dynamics: Rationalisation.
Moves: 1. We will convert you. 2. What
can you offer us? Switch: Ancestor
worship. Payoff: Rejection of the
"superiority" of Western
religion. Advantages: Psychological -
Relieves existential anxiety. Social -
Emphasises practicality
Insurance "Of
course I go to the temples. It's fun
actually, a part of the festivals. We all
get together and go to Wong Tai Sin or to
one in a village if we are in the New
Territories. Just for luck really. Some
people are really lucky. They win
lotteries all the time. There are so many
stories to tell. Everyone believes in
luck. Even Westerners like you. We
Chinese try to get the best deal from
what's offered. You don't want to be
limited to just the Buddha or worshipping
the ancestors. That's too boring and you
just don't know which one is right. I
think the strict Buddhists must be crazy.
I'm not really religious, not like the
bible readers at work. Every Friday lunch
time. Who wants to waste time doing that?
Actually, Christians are very nice
people. But they always want to make you
think about their religion. Sin and all
that. What does that mean? Sin. Am I sin?
Sin. People do wrong all the time but how
can you carry all that with you. Not only
what you do, what you think as well! No
one can be so cruel with themselves.
Chinese people are very careful what they
do. They don't want to make a mistake. I
make a mistake in my office, everyone
knows. Very embarrassing. Westerners in
the office can make mistakes. Everyone
just thinks they're funny anyway. You
think Chinese people are funny. That's
why you wrote the book. Don't you think
that's why Chinese people play games?
They don't want to make a mistake.
Religious? No, I'm not religious. My
mother isn't really religious. Lights her
sticks every morning, more often at
festivals. For the dead. Who will
remember you when you die? Where are your
family? All away. How can you live so far
away? And you talk all the time about
whether this is right or that is wrong.
Life is a bet. You can win if you bet on
the best horse. Who's going to help you
if things go wrong? You can't count on
anyone but your family. And 1997. You're
OK. Who's going to help the Chinese? Has
Britain helped the Chinese? You all don't
care. Hong Kong people made this place
what it is. The British with their big
hats! They all wear big hats. Of course I
go to the temple. I celebrate Christmas.
I think it's good. It's your religion.
Your luck." ANALYSIS Thesis: You
never know. Aim: Security. Roles:
Defenceless Mortal, Cruel Destiny.
Dynamics: Anxiety. Moves: 1. There is
another world. 2. Life is a bet. Switch:
All bases covered. Payoff: I always paid
my dues. Advantages: Psychological -
Relieves existential anxiety. Social -
Festival feasts.
Good Games
Readers of the present
volume may have gained the impression
that psychological game playing is
inherently bad and that the Hong Kong
people are bad people. This is not true.
As mentioned in the Introduction, Hong
Kong people do indeed play a large number
of games and such games appear to be
integrated into everyday life to an
extent quite bewildering for Westerners.
This is not to say that Hong Kong
people's games are more pernicious than
those played by Western people or that
game playing is a sign of a bad person.
Usually, game players are more sad and
unsuccessful than inherently evil. In any
case, a moral perspective has very little
to do with the examination of
psychological mechanisms. Part Two of
this volume was devoted to an analysis of
what we perceive as characteristic games
of the Hong Kong people. As the vast
majority of these games waste psychic
energy and avoid personal growth and
awareness, they are usually considered to
be undesirable or "bad" both
from a humanistic and a psychic
optimization viewpoint. Game players are,
in a general sense, psychologically
inefficient and hardly achieve their full
potential. The fact that some games are
socially acceptable or integrated into
everyday life does not lessen their
harmful effects on the personality. Games
always destroy the individual's ability
to cope and to adapt. As Hong Kong
society is in a constant state of flux
and as many Hong Kong people wish to take
up residence in other societies, this is
an important point to ponder for those
who dismiss game analysis as being
irrelevant to the examination of
partially or totally non-Western
cultures. This section is devoted to the
analysis of some Good Games. Although
good games are fundamentally dishonest,
like all games, inasmuch as they are
played for ulterior and largely
unconscious psychological satisfaction,
they are redeemed by their socially
desirable effects. If games are lies,
good games are white ones. It appears
that few societies can function even in
their nurturing and altruistic roles with
complete honesty. Thus the world abounds,
thankfully,in silent helpers, anonymous
donors, good sorts, kind persons. Perhaps
the ulterior nature of certain good deeds
is unimportant. As goodness is timeless,
it would appear to be just as good a
means of removing the mask of Time as
intimacy, the avoidance of games.
Love And Mercy
Hong Kong is a low-violence society and
the streets of the territory are some of
the safest in the world. Rape, mugging
and other assaults against the person are
infrequent perhaps because of traditional
stress on harmony and non-confrontation.
It could also be that a lack of concern
for strangers in general may even extend
to not doing them any harm. White
foreigners are especially safe in Hong
Kong, although certain women complain of
sexual assault (usually amounting to
frottage) in the MTR. Perhaps some of the
complainants are playing a game of
"That Man Keeps Looking At Me,
Mamma", a variant of "Let's You
And Him Fight". On the other hand,
fleecing tourists is normally achieved
without any physical contact but there
are stories of threatening behaviour
towards foreign shoppers playing a
recalcitrant game of Get Avay From My
Vindow!. Local uncooperative customers
may be threatened with triads. Despite
the violent character of films and comic
books in Hong Kong (sex is heavily
censored whereas brutality is hardly
touched), the overwhelming impression on
the visitor to Hong Kong's urban areas
(which is as far as most tourists roam)
is one of an industrious people engaged
in positive gainful activities. Beggars,
drunks and the homeless are not as
persistent or as noticeable as in, for
example, San Francisco or London. In the
countryside, peace and harmony are seldom
disturbed unless the police decide to
break up a gambling school or arrest a
local hero. The resistance of the
villagers can then be vehement and fists
often fly. Notwithstanding the prospect
of being handed over to Stalinists in
1997, very few Hong Kong people have
contemplated urban terrorism to oust what
could be perceived as a tyrannical and
traitorous Colonial regime. It is
difficult to believe that Westerners
would react in a similar way in similar
circumstances. Riots have taken place in
Hong Kong, however, as Old China Hand
players relate with especial relish..
Love And Mercy is probably a game because
of the underlying and rising discontent
of Hong Kong people which finds its
expression in growing impatience,
nervosity, personal desperation and a
decline in ethical standards. At present,
Hong Kong is a peaceful and delightful
place in which to live with many smiling
adult faces, contented children and old
people integrated in extended families in
meaningful roles. ANALYSIS Thesis: It's a
wonderful life. Aim: Contentment. Roles:
Citizen, Fellow Citizen. Dynamics: Social
cooperation. Moves: 1. Can Do. 2. M'goy
Tsai. 3. M'sai Haak Hei. Switch: Players
leave Drama Triangle: Rescuer becomes
Concerned, Persecutor becomes Assertive
and Victim becomes Vulnerable. Payoff:
I'm OK - You're OK - They're OK.
Advantages: Psychological - Gets needs
met efficiently. Social - Growing
stability and prosperity. Disadvantages:
Psychological - Frustrates creative
conflicts. Social - Where are the great
artists?
Celeb
Andy Warhol would have loved Hong Kong.
The marvellous advantage of living in
this territory is that everyone can be a
star not only for minutes but for the
whole time of residence in the territory.
Being a foreigner is a great asset but
not strictly necessary if access to the
media can be secured. Newsreaders,
talk-show hosts, walk-on parts in soap
operas, pop crooners and porn movie stars
are major celebrities in Hong Kong
although their impact is strictly limited
to the territory. Below this first
division there is another section of
important persons: wine importers,
eccentric newly-rich tradesmen, socialite
dandies, war veterans, former radio
announcers, restaurant, film and theatre
critics, public relations managers. In
the absence of serious competition,
academics can become leading experts on
their subsidiary subject and are given
lengthy broadcasting time to air their
views. Government leaders, once
provincial civil servants in Britain,
suddenly acquire a media profile which
their real profile hardly ever matches.
The problem seems to be that the media
resources are quite out of proportion
both to the quality of their focus of
interest and to the quantity of true
celebrities. Hong Kong is rather a vain
and self-important place which takes such
ego insecurity too seriously. Celeb is
thus a game played by the hordes of
society stars who appear, clutching
glasses, in sections of a Sunday
newspaper and constantly in the pages of
glossy magazines. Celeb players raise
money for charity, keep photographers and
hoteliers in business and bolster a dying
fur industry. The social advantage is
therefore real and considerable. An
embarrassing switch in the game arrives
when some newcomer in a hotel or
restaurant does not recognise the Celeb
player and takes exception to his or
herhauteur and bad manners. The payoff
circulates round exclamations of "Do
you know who I am?" and replies of
"I don't care who you are."
Fortunately, local people usually play up
to Celeb's self-importance and there are
relatively few ugly scenes of personality
deflation. ANALYSIS Thesis : King (or
queen) for a day. Aim: Ego enhancement.
Roles: Celebrity, Admirer. Dynamics:
Insecurity. Moves: 1. I am a star 2. Who
he? (ed.) Switch: Could sir move his
Mercedes off my pavement? Payoff: He
pretended not to recognize me.
Advantages: Psychological - Goodbye, and
I love you all.Social - She's a good
customer/ She launched the charity ball.
Consideration
Despite pushing and shoving and the loud
behaviour which is so criticised by
visitors to Hong Kong,the local people,
in dealings with people they know or with
whom they work, are inordinately
considerate and sensitive, taking hints
most Westerners would not even vaguely
detect. Intermediaries are used to
conduct negotiations and thus avoid
embarrassing confrontation. Silence or
acceptable excuses are employed when
something embarrassing has occurred.
Relatively few people say bluntly
"No" preferring
"maybe" or a swift change of
the subject. Consideration is a game
because the subconscious motivation is
not simply to avoid inflicting injury or
loss of Face in others but , firstly, to
protect some deep-seated concepts of
which very few Hong Kong people are
really conscious and, secondly, to make
life easier for oneself. Its payoff is
thus a feeling of relief rather than one
of moral pleasure. The same can be said
of a related game, Tolerance. Active
tolerance is really accepting, not
putting up with, people you know to
behaving in a manner quite differently to
your own principles. This is not quite
the same as ignoring the deviants or
turning a blind eye. Very few societies
are really tolerant in this strict sense.
The deep-seated concepts of harmony and
group consciousness on the one hand, and
Face combined with a horror of
confrontation on the other exist quite
outside awareness for many Hong Kong
people. They are perceived not as codes
but as objective rules. There does not
appear to be any other way of behaving.
Every parent knows that children, before
they are fully socialized (an event which
in some individuals never takes place)
are not subject to rules or codes. This
part of the personality becomes submerged
in the directives and controls of other
more desirable psychic functions (termed
Parent and Adult in TA). The anarchic
capacity of the Child is never quite
superseded as the potent executive of the
person, and its clash with the more
socially programmed personality
constitutes the essential problem in
living. This reality probably applies to
all peoples, no matter how strong the
social controls injected into the
personality and consideration hardly
features in the Free Child part of the
personality at all. The satisfactions
experienced in the game of Consideration
are through the Parent and the Adapted
Child, not through the Adult or Free
Child, as it may appear to those playing
the game. This said, there is no denying
that the Hong Kong people are both
tolerant and considerate, especially to
people they know. ANALYSIS Thesis: Let's
be considerate, like Mommy told us. Aim:
1. Avoidance of conflict. 2.
Non-involvement. Roles: Considerate
Person, Grateful Friend. Dynamics: Social
stability. Moves: 1. Let me show you how
considerate I can be. 2. Yes, you really
are considerate. Switch: You are such a
valued colleague. Payoff: Friendly
cooperation. Advantages: Psychological -
Confirms parental programmming. Social -
It's the only way to behave.
____________________________________
Introduction to
Transactional Analysis
Transactional Analysis
is a way of understanding what goes on
inside people and how they behave towards
each other. It can be used to look at
specific thoughts, feelings and actions
and to predict thinking, behaviour and
feelings. More importantly, Transactional
Analysis provides the knowledge for
people to change, should they wish, and
to avoid unpleasantness with other
people. Familiarity with ourselves
obtained through Transactional Analysis
increases our opportunities for getting
more out of life and as such it is not
simply a therapy or a technical framework
for psychotherapists and counsellors. TA
(the common abbreviation of Transactional
Analysis) is concerned with the
non-pathological, a sense of wholeness
and the rediscovery of latent positive
aspects of the personality. TA is not
religious or mystical and it does not
propose any set of moral precepts.Origins
of Transactional Analysis TA was
developed principally by Dr Eric Berne
(1910-70), a Canadian psychiatrist, in
the 1950s and '60s and popularised in two
bestsellers:Games People Play (The
Psychology of Human Relationships)
andWhat Do You Say After You Say Hello?
(The Psychology of Human Destiny). After
emigrating to the USA in 1935, for better
employment prospects, Dr Berne worked
principally in the San Francisco area of
California. He gradually became
disillusioned with orthodox psychotherapy
and devised his own methods to demystify
psychology, and thus speed up recovery,
by actively engaging his clients' ability
to analyse their own condition. Some of
the ideas in TA are derived from Freud
and Adler and, in its developmental
theory, from Erik Erikson. Wilder
Penfield influenced Berne's theory of ego
states. Paul Federn, one of Freud's inner
circle, was among Berne's teachers and
his mentor. It would be wrong, however,
to suppose that TA is a mere
"recycling" of Freudian or
Adlerian concepts and the reader is
advised to clearly distinguish the latter
from TA ideas (which are generally less
abstract, more dynamic and expressed in
everyday language).The aims of
Transactional Analysis The aims of TA,
used in psychotherapy and education, or
less specifically as general humanistic
aims, are awareness (being more alive),
spontaneity (having more choice),
intimacy (being closer to more people)
and autonomy (leading a life of one's own
unfettered by the past). TA does not
exist as a movement to promote these
goals as an alternative, say, to
religious faith, personal ethics or
philosophical speculation. It does not
make any "born again" promises,
although many people do benefit from TA
in their personal and professional lives.
TA is not another "therapy from
California".Ego States Transactional
Analysis sees the human personality as
consisting of three basic ego states:
Parent, Adult and Child. Ego states are
not abstract concepts like, say, Freud's
ego and id butactual observable
realities. People exhibit consistent
patterns of behaviour and feeling which
are typical of their own individual ego
states. (Ego State diagram ) We analyse
the ego states both functionally ( how
they actually express themselves) and
structurally (their content and history).
In order to understand the ego states
fully, Transactional Analysts carry out a
"second order analysis", which
breaks down the individual ego states
into smaller units: (Second order
diagrams) TheParent is that part of the
self which contains norms, values and
principles but also prejudices, hang-ups
and "blocks". People are using
their Parent ego state when they are
being very critical, prejudiced or
dogmatic but also when they are being
nurturing or "loving" like a
real parent. This ego state is derived
from parental figures in the past and is
stored in our heads like old tapes which
constantly replay themselves. Examples of
the messages we here in our heads are
"Be a good boy (or girl)"
"Don't be too friendly" or
"Work hard". Familiarity with
the Parent ego state can help us to turn
off negative messages or to bring out a
more positive nurturing side of our
personality. TheAdult is that part of the
personality which processes information,
estimates likelihood and thinks
rationally. The Adult is often
"contaminated" by impulses from
the other ego states so that what is
experienced as "rational" is
coloured by prejudice or wishes and
hopes. Familiarity with the Adult ego
state helps us to think and act better.
TheChild ego state resembles a real child
of about six years of age with all of its
charm, naivety, vulnerability and energy.
It is the "feeling" self which
needs regular recognition and love.
People are said to be in their Child ego
state when they are joyful or depressed,
whining or withdrawn, tearful or excited.
The Child is an enormously powerful
resource of creative energy or negative
behaviour. We usually divide it into two
parts: the Free Child, which is
autonomous and is not subject to any
controls; and the Adapted Child which is
subject to parental commands and
functions like "Daddy's good little
girl". Familiarity with the Child
ego state can help us direct our efforts
towards getting the kinds of recognition
and love we need and help us to recognise
the Child in others (because we are all
feeling selves). How do we know when
people are in a particular ego state?
Here are some clues: (Woollams and
Brown)Stroking and Time Structuring After
the basic needs of food, drink warmth and
shelter have been provided, people have
three other hungers to be
satisfied:stimulus hunger,recognition
hunger andstructure hunger. Babies need
to be actually physically stroked in
order to survive which gives them both
stimulus and recognition. In adult life,
stimulus from our environment is not
usually lacking but it tends to become
less "physical" as actual
physical stroking is replaced by the
symbolical stroking we get from being
recognised for being attractive,
hard-working, lovable, conscientious,
original or anything else which we think
is important to be recognised for. Some
people need lots of recognition whilst
some people need comparatively little. In
TA, we call units of recognition
"strokes". As strokes are
requirements for survival and for
happiness (people get depressed when they
are not stroked properly) it is important
that we get the right type and learn to
give them to others. People want to know
why they are being recognised and want to
be recognised in their way and for their
reasons! It is also important to stroke
ourselves and to learn to ask for the
strokes we want. Strokes can be
conditional or unconditional, negative or
positive, real or plastic.Conditional
strokes are strokes people get for doing
things or strokes which are only valid
for some reason or other. Positive ones
are quite nice to hear: (e.g. "You
look nice in red", "You're a
good student of mathematics", "
Thank you for being so kind.")
whilst negative ones can be gentle
criticism or vicious rebukes ("You
look awful in that colour",
"You're not cut out to be a
mathematician" or "You never
write me".)Unconditional strokes are
strokes we get for just being and in both
the positive and negative modes they are
very powerful, even if they are only
implied: "I love you",
"You're wonderful", "You
have beautiful blue eyes" or
negatively "You disgust me",
"Drop dead!" or " I hate
short people. Why are you so short?"
Strokes are not to be confused with
"Dale Carnegie" type
recognition (remembering people's
birthdays even if you don't like them and
appearing to agree with them all the
time) which is fictitious and insincere.
We call this kind of stroke
"plastic" as it is usually
discerned to be worthless and an
imitation of the real thing. Besides
stimulus and recognition hunger, people
need to fill their time and in
Transactional Analysis we believe people
structure time in the following ways:
through withdrawal, rituals, pastimes,
activities, games and intimacy.Withdrawal
is what people do when they retreat from
the world around them e.g. on the subway,
in a lift, daydreaming.Rituals are
low-contact exchanges of a predictable
nature in everyday life. Certain
greetings are rituals e.g. "Hello.
how are you?", "Not so bad. How
are you?", "Where are you
going?", "To the
supermarket", "OK, have a nice
day. See you later."Pastimes are
what people do when they engage in small
talk about a certain subject, e.g.
holidays, airlines, cars, shops,
children, life nowadays. Contact is
slightly higher than in ritual exchanges
but there is little exchange of real
feelings or of original insights. Like
rituals, pastimes are safe options and no
one will get hurt if they stick to
pastiming.Activities are goal-oriented
pursuits such as "work",
"study" and
"teaching". Activities are
great producers of strokes and of
material rewards.Games are a predictable
series of exchanges, verbal and
non-verbal, between people leading to
some kind of unpleasant and/or unexpected
outcome. They are a major type of time
structuring not only for the neurotic but
also for people who are usually
considered "normal" or
"ordinary". Transactional
Analysts analyse the games people play.
When the game player is made aware of the
"mechanics" of his negative
cycles of behaviour, he may opt to adopt
different and more positive patterns.
Games are usually played between
individuals. This volume introduces the
idea of games played between groups of
people or by groups of people amongst
themselves.Intimacyis game-free
autonomous behaviour when people exchange
their innermost thoughts and feelings
freely with "all their cards
showing." People are very vulnerable
at such times and consequently, intimacy
is high-risk activity which most people
experience rarely and with few people
after childhood. It is one of the most
rewarding experiences in our lives and
one of the four aims of TA is to awaken
people's capacity for intimacy. For this
reason, TA people tend to be straight
talkers who openly express their needs
and feelings to others. Transactions When
people interact with each other they do
so by means oftransactions which Berne
describes as the "unit of social
action". In the TA model, people
transact from a certain ego state to an
ego state in another person.
Transactional Analysis proper focuses on
these interactions in order to understand
what is going on between people. For this
purpose, the ego states are represented
by circles and the interaction by arrows.
(complementary transaction diagram) The
above transaction iscomplementary in that
the stimulus elicits a predictable and
desired response. Communication of this
type is generally straight and harmless.
Another type of transaction is thecrossed
transaction where the stimulus elicits a
response from a different ego state than
that intended or expected: (crossed
transaction diagram) Crossed transactions
may indicate the beginning of an argument
or the preparation for a game but may
also be the beginning of more intimate
and direct communication. We can cross
transactions deliberately to get a
different type of communication going.
The third type of transaction which is
the most insidious and is calledulterior
as there is usually something else going
on besides the surface stimulus and
response. There are two types of ulterior
transaction.Angular transactions use,
often deliberately, an ulterior stimulus
to elicit a crossed surface
response.Duplex transactions usually
occur outside immediate consciousness and
elicit both a surface and an ulterior
response to surface and ulterior stimuli
in a complementary ("parallel")
fashion. The examples below make this
clear. Complementary ulterior
transactions are the beginning of games
in TA and as games are usually negative
and avoid intimacy, ulterior transactions
are important areas of analysis. Not all
ulterior transactioning is insidious
however: it may be stimulating, romantic
and charming, at least in the beginning.
(two types of ulterior transaction) When
people transact in an ulterior way they
are usuallydiscounting, i.e. ignoring
their own ego states and the ego states
of others. In other words, they are
ignoring the potential of each other's
personality. When people constantly
discount their ego states in a
relationship, asymbiosis arises: that is,
an unhealthy relationship where a
person's capacity for intimacy, reasoning
or nurturing is decommissioned.Games and
Rackets A game in TA is not like a game
of football or a ploy, a simple
dissimulation or plain manipulation. A
game may incorporate all of these
elements. In TA, a game is "an
ongoing series of complementary ulterior
transactions leading to a well-defined,
predictable outcome." More
specifically, we use a formula to decide
what is a true game and what is something
else (such as lying, cheating or
attempted manipulation of narrower scope
than a game): CON+GIMMICK =
RESPONSE---SWITCH----CROSS-UP----PAYOFF.
In other words, a game runs thus: an
ostensible stimulus is issued such as
"Do you want my help?". In some
way, another message is issued at the
same time at a covert psychological level
which contains some statement about the
self (thecon). In Goulding's example, it
is "What would you do without
me?" or, in more abstract terms:
"You're inferior to me". This
represents the dynamics of John and
Jane's relationship: Jane is the strong
Parent who plays to John's weak Child.
John is not the sort of person who can or
wants to solve his own problems. Jane
needs somebody to dominate and
"help", as long as it suits
her. (Goulding's game analysis) The con
hooks something (thegimmick) in the
second player ("Poor me, I can't
make it on my own" or in more
abstract terms: "You're right, I'm
inferior"). The response which
follows this initial exchange consists of
a series of pieces of "advice"
given by Jane. Both Jane and Johnswitch
ego states and the secret messages are
revealed. Jane says: "You can't be
helped. You really are inferior".
She changes from being a rescuer to being
a persecutor. John's belief in himself is
confirmed: "I really am no
good". The "cross-up" is
experienced as a moment of confusion.
Jane thinks: "Why am I being so
cruel?" and John thinks: "I
thought she was trying to help me!".
Thepayoff, or psychological reward, is
that each player can experience their
favourite "racket feelings":
Jane feels superior ( for she has played
"What Would You Do Without
Me?"and John feels inadequate (for
he played "Poor Me!".) This is
the psychological advantage of the game
(because people do not like to change).
The dependent relationship of Jane and
John (which is clearly also symbiotic) is
maintained. This represents
thesocialadvantage of the game
(stability). Perhaps also John or Jane
are collecting "trading stamps"
of frustration or anger or hopelessness
or inadequacy to be saved up for a future
tantrum, divorce or suicide.Stamp
collecting in TA describes this process
of collecting fictitious feelings needed
to support fundamental beliefs about
oneself and the world based on one's
lifescript ( pre-conscious life plan) and
life position (basic attitude towards
other people). Like real trading stamps,
such books of invented or manipulated
feelings can be cashed in later for big
or small prizes depending on how
pathological the stamp collector is and
how long he wants to save his
resentments. Another way of looking at
games is to see the "switches"
in terms of switches of roles on the
Drama Triangle: (drama triangle diagram)
In our example, John pesters Jane in the
beginning with his woes (Persecutor) and
she attempts to help him, even without
his express desire to be helped and thus
she acts as a Rescuer and a Victim of
John's problems. At the end of the game,
John is the Victim and Jane is the
Persecutor as she removes her help and
probably criticises John for being
weak-willed, good-for-nothing and so on.
It is of course possible that a third
party was involved ( John's mother, his
boss, the landlord) who could take up one
of the positions in the triangle. The
analysis of games often provides us with
theantithesis of the same which may
consist of switching ego states, ignoring
the opening move or refusing to be
discounted ( i.e. refusing to play a role
of Rescuer or Persecutor for example). In
this volume we propose that certain games
may be termed culture-specific if it can
be demonstrated that certain groups of
people play them more intensely and more
often than other groups of people. The
way that groups of people play games
differs in some respects from the way
individuals play them. When games become
part of everyday life, it is often
difficult to differentiate them from
straightforward or "intimate"
behaviour. As intimacy appears to be
behaviour which occurs in all cultures,
its avoidance offers the best evidence of
game behaviour.Scripts and Life Positions
The most persistent system in people's
personality, which ultimately influences
all their most important decisions and
which programmes action and reactions to
events in life such as choices in work or
relationships, final success or failure,
fundamental aims and aspirations,
recurring conflicts and problems is the
individual's underlyingscript which is:
"A life plan based on a decision
made in childhood, reinforced by the
parents, justified by subsequent events,
and culminating in a chosen
alternative." There is nothing
definitely mystical, arbitrary or genetic
about scripts. Although formed under
influence of the environment and of
parental figures, they are constructed by
the individual not by fate or by
chromosomes. Some people havewinner's
scripts (Be Happy and Productive) and
some haveloser's scripts(Go Mad, Drop
Out, Be a Drunk). A winner in TA is
someone who achieves what he sets out to
achieve. Most of us are non-winners as we
don't quite achieve what we want but we
don't destroy ourselves in the process.
Fortunately, in the TA system, it is
possible to redecide our script
orientation and swap a losing script for
a winning script by achieving autonomy
(or "getting our own show on the
road"). Finding out our scripts is
not an easy - but also not an impossibly
difficult - task. Script analysis
concerns itself withpre-conscious
processes (it is not psychoanalytic which
concerns itself primarily with the
subconscious). Transactional Analysts do
not put their clients on a couch! The
preconscious is said to be just outside
consciousness and can be recalled on
reflection. This is not to say that TA
does not believe in the unconscious. It
simply does not emphasise it.An
individual's life script is partly
generated by thelifeposition which is
expressed in the famous formulas: I'm OK
- You're OK (the winner's position
characterised by GETTING ON WITH); I'm OK
- You're not OK (the mediocre
"superior" GET RID OF
position); I'm not OK - You're OK (the
depressive inferior GET AWAY FROM
position); and I'm not OK - You're not OK
(the futile and destructive GET NOWHERE
WITH position). We can also have
three-handed positions (I'm OK, You're
OK, They're not OK). An important
component of the individual life script
is the effect of the person's culture on
e.g. his decision criteria and on his
fundamental aims. This component of the
individual's individual life plan is
termed cultural script. Aspects of the
cultural script promote individual
development whilst others may hinder
it.TA Organizational Theory Besides
investigating the individual and the
individual in his relationships, Berne
was interested in how organizations and
groups work. HisThe Structure and
Dynamics of Organizations and Groups can
be employed in a complete analysis of a
business, governmental or educational
system.TA in Education
"Transactional Analysis in
Education" refers to the efforts of
hundreds of educators to apply the direct
and original ideas from Transactional
Analysis into their work in the
classroom, the lecture hall, the
counselling group and the staff
conference. As a loosely structured
movement, it has grown in momentum since
the death of Berne and now has solid
bases on four continents. TA educators
emphasise autonomy and the individual's
capacity for change. They frequently
combine moral and strictly academic
education and undertake to remove the
barriers to communication between teacher
and student, teacher and supervisor,
supervisor and school board. Cooperation
is stressed rather than competition.
Transactional Analysis thus presents a
complete system of reference for the
understanding of how people feel, think
and behave expressed in terms which are
both flexible and communicable. This
volume applies TA ideas regarding
individuals to the understanding of
groups of people and a society in
general. This is in keeping with one of
Eric Berne's original definitions of
Transactional Analysis as a "theory
of social action". It is hoped that
by understanding the typical games of a
society, which is really an analysis of
typical behaviour, a greater
understanding may be achieved of what
actually constitutes "cultural
difference" in Hong Kong and
elsewhere.
FUN AND GAMES:
WAYS HONG KONG PEOPLE STRUCTURE THEIR
TIME
The ways in which a
social group structures time give social
psychologists and the general observer
important indications of the essential
nature of the group and aid prediction of
behaviour. It has already been noted in
the Introduction that Hong Kong people
appear to spend an inordinate amount of
time engaged in games, defined then
loosely as activity which was not
straightforward or confined to the
concerns of the here and now. In general,
humans spend a large part of their actual
clock time and even more of their
essential energy engaged in games. Such
games may extend over hours, days or
months whilst some games may take a whole
lifetime to reach their culmination.
Games are usually played repetitively and
the game player may easily recognise the
payoffs (in terms of lost friends,
gratuitous or inexplicable anger,
triumphant justification or in alcoholic
hangovers for example) after some
elementary application of Transactional
Analysis to his own life experiences.
Because many game payoffs are feelings
rather than observable events and no
systematic research from a TA standpoint
has been undertaken into societal time
structuring in the Hong Kong context, any
analysis is bound to rely on speculation
and interpretation of generally available
data. Withdrawal appears to be a time
structure undertaken by Hong Kong people
not only in the ordinary situations of
crowded urban life such as public
transport, lifts, the street but also in
contexts which would belie the
conception, common amongst commentators
on Chinese social psychology, that
Chinese people are essentially socially
oriented. An aggregation or gathering of
people does not constitute affective
communion and people may withdraw even in
the company of their closest friends.
Hong Kong people live and work almost
literally on top of one another and a
very dense filter is employed by Hong
Kong people on outside stimuli in order
to survive. The stress of the Hong Kong
environment makes an ability to withdraw
essential and the daydreamers, sleepers
and the "switched off"
constitute a large part of any social
scene in Hong Kong. Dozers in cinemas and
concert halls are legendary. A peculiar
perception of personal space, strict and
cramped by Western standards, frequently
excludes Hong Kong people from concern
for strangers in close physical
proximity. The Hong Kong person may
withdraw in this sense (excluding himself
from his environment) at will and
genuinely fails to understand why the
noise emanating from his perceived
personal bubble may cause actual
annoyance to those unaccustomed to such
perceptions. There is usually an
incredulity that the person complaining
about loud music, strident voices, smoke,
beeping pagers etc. cannot withdraw in
turn. Westerners, and anyone brought up
or resident for some time in
"polite" cultures (such
"politeness" being of course
only relative) may see such behaviour as
confirmation of the common perception of
Hong Kong people's public behaviour, and
increasingly by themselves, as loutish,
loud and inconsiderate. Peculiar forms of
withdrawal take place in the family
gathering, at the racecourse and in the
electronic game salons. In certain family
gatherings, where forced intimacy often
becomes unbearable, withdrawal may be
assisted by concern with the permutations
of the lotteries, the vibrations of the
pager or by rapid intoxication with
brandy. At the racecourse it may be
observed that the mass of people leave
the course alone at the end of the
meeting. Gambling may be a means of
securing withdrawal and may be another
explanation of its popularity in Hong
Kong. Electronic game salons, although
suggesting activity, are places to switch
off and find popularity with
schoolchildren who cannot yet place bets
at the Royal Hong Kong Jockey Club
outlets. Drug abuse as a means of
withdrawal is common in Hong Kong. Cheap
hard drugs are freely available and
medical practitioners are generally
prescription-happy. Cough syrups and
medicaments not generally available in
Western countries may be purchased at
certain more liberal druggists'. The
compounds of traditional Chinese medicine
have unpredictable effects, including
intoxication, and poisoning is always a
risk. Rituals are notable areas of
interest in Chinese social psychology and
it is not our intention to add to the
voluminous literature concerning rituals
in their usual sense. Ritual as a TA time
structure finds less favour in Hong Kong
than in the PRC as it is usually a
hindrance to profit or progress. Hong
Kong businessmen are usually polite to
potential allies and card exchanges and
formal dinners are the rule but do not
take on the grotesque obsequiousness of
Japanese encounters. In the educational
sphere, the ritual is a hindrance to
learning and survives very well in Hong
Kong. In certain respects, the whole
educational process in Hong Kong may be
regarded as a ritual of low contact
exchanges of a predictable nature in
which the student progressively adapts to
the system and becomes a by-product of
it. Breaking up niceness, adaptation and
obedience are goals not only of the
humanistic educator in Hong Kong but
also, curiously enough, the higher
management trainers. In the war of the
sexes, transactions are often ritualised
and "romantic" weekends on
Lantau or Cheung Chau, gifts from Lane
Crawford and "meet the family"
dinners are thought de rigueur. An
acquaintance renowned for his success
with women related that it was very
unusual in his experience to become
intimate with a local girl before a
formal introduction, dinner and a
moonlight walk along the harbour front
had been "gone through" (as he
put it). Hurrying the process along was
generally unacceptable, no matter how
strong the desire on both sides to
deritualise and take a short cut to
consummation. In government, ritual is
the order of the day with policeman on
the beat often ignoring clear breaches of
the law and civil servants thriving in
departments which have long ago been axed
by every other progressive administration
in the world. The Hong Kong Government is
always bypassed in important matters by
Peking or London and its function is
largely to nod through the latter's
decisions, appease the locals and assume
an air of ritualistic importance.
Official cars, residences and titles
contribute to the illusion of power and
thus relevance. In conclusion, certain
conversational rituals often cause
bewilderment to the uninitiated:
inquiries in English about whether a
foreigner has had lunch or dinner is a
translation of a common Cantonese
greeting, not an inquiry about whether
the foreigner has had lunch or dinner.
"Mr Chan is not back yet" means
he has not come in yet and "Do you
like Hong Kong" may imply "Do
you want to talk to me". Hong Kong
people do not usually issue empty
invitations such as "We must have
lunch some time". Eating is too
serious an activity to treat with such
levity and vagueness. Pastimes in the TA
sense are practiced with as much interest
in Hong Kong as anywhere else. Gambling,
besides being a major source of fun and a
vehicle for games and withdrawal, is a
favoured pastime of the Hong Kong male
and an obsession for many. Despite being
remarkably hard-working when
self-interest has opportunities for
reward, Hong Kong people like to chat
with each other and the free telephone
system provides the means for constant
contact with one's friends. The subjects
of pastiming include the antics of pop
stars and TV personalities, fashion,
food, films and delays in the traffic.
Questions to relative strangers tend to
be aimed at their present work or
occupation or their immediate destination
(or where they have just come from)
rather than their state of mind or
health. The local climate is perceived by
Hong Kong people as generally unpleasant
and much air conditioning is used to
chill the populace even in the low
humidity temperate weather of autumn. It
does not constitute a popular
conversation topic except when a typhoon
approaches (such an approach being
reckoned in hundreds of kilometres). The
panic which then seizes the population
and the endless debate which then ensues
make the weather a temporary universal
pastime. The price of goods is a subject
of eternal fascination and everyone knows
where an item can be got cheaper.
Conversation is usually not directed
towards the merits or functions of
appliances, cars, gadgets or even clothes
but to their price. Being such a
practical and down-to-earth people, Hong
Kong people see no merit in complaining
as e.g. the British tend to do. Hong Kong
people circumvent difficulty or tolerate
the same and do not introduce it into
their conversational routines. This may
partly reflect an immigrant mentality to
overcome misfortune rather than toŠdwell
on it. Activities for Hong Kong people
are usually frankly pecuniary in nature
and even pastiming may develop into a
sales pitch. This is sometimes termed
"entrepreneurialism".
Curiously, pastiming and activity in
selling are often difficult for the Hong
Kong trader to combine effectively and
although Hong Kong people are good
traders, they may not be not good
salesmen. As in pastiming, the question
of price overrides quality. Work hours
are long and wages, by Western standards,
low. The active saving of money and the
quest for a better salary has thus become
an obsession with large numbers of Hong
Kong people and the job market has a high
turnover in all businesses and
professions. Some office staff are
willing to change jobs for only a few
hundred dollars monthly raise and the
cheaper shopping areas are always crowded
with bargaining hordes. Certain Western
people, who prize convenience and quality
and who often have the incomes to support
such attitudes, are regarded by many Hong
Kong people as having more money than
sense. Many charities, welfare
organisations and many campaigns are
instigated and, to a certain extent,
predominantly staffed by Western people.
Expatriates carry an unequal burden in
the social responsibility of Hong Kong.
Welfare concerns were until recently more
likely to be focussed on a certain area,
group or even clan association.
Expatriates in their turn still have a
strong tendency to form semi-exclusive
groups and clubs. Activity and interest
in ecology, universal human rights and
even politics in general is still quite
low. Education and further training are
obsessions and the evening schools are
full. Knowledge of English is valued as a
key to a better job . Investment in gold,
the stock exchange, in property and in
land are important activities, even in a
small way, as is the pursuit of a foreign
passport: either by good business
performance, when a passport may be
bought by investing in a suitable
country; the securing of a successful,
preferably overseas Chinese, marriage
partner; or by educational or other
contacts with mainly North American or
White Commonwealth countries. Only a
minority of people hope to secure the
option of a British passport by continued
public service in Hong Kong's schools,
the police, civil service etc.. Religious
observance, often eclectic in nature, may
be included under activity as its aim is
usually to secure better luck in the
present life and mercy in the life to
come for oneself and one's relatives
alone and, except in Christianity and
other mainly transcendental religions,
tends to have no general symbolic or
salvationist role. Games are essential
occupations of Hong Kong people for a
number of reasons: the competitive nature
of the society, a traditional occupation
with status and power, a tendency against
altruistic humanism in people's dealings
with each other and thus also a low
potential for intimacy and
straightforwardness. Status and power
games are documented in the standard
literature. Games however extend into all
spheres of Hong Kong life from the
offices of Government to the squalid
housing estates, from the classroom to
the board room, from the karaoke bar to
the morgue. Many of the mechanisms of
"Face" may be understood more
profitably from a game perspective and
much of the "mystery of the
Orient" as usually represented by
Sinologists is demystified by simple game
analysis. Hong Kong people are not exotic
or mysterious. On the contrary, their
behaviour is explicable and highly
predictable in most contexts. The gain
from game-playing is usually an avoidance
of intimacy, autonomy or of personal
growth. Few people discard their games
with ease and often seek professional
help not to give them up but to learn how
to play them better. Where game playing
becomes seamlessly integrated into
everyday life, as is the case in Hong
Kong, the capacity for the individual for
intimacy is severely restricted but, as
Eric Berne pointed out, the birth of each
new citizen in a society creates a fresh
stock of potential achievers of intimacy.
The anarchic child-rearing practices of
certain Hong Kong parents mitigate
against the restrictive education
system's power to destroy the child's
capacity for intimacy and offer a glimmer
of hope to the more idealistic social
psychologist. Intimacy is defined as
game-free autonomous behaviour without
exploitation. As a frontier town of
capitalism, exploitation in a societal
sense is pervasive in Hong Kong and as
people have a tendency to carry over
behaviours from one time structure to
another, people employed in pastimes or
in situations where openness and candour
may be profitably employed (such as in
love affairs) carry over behaviours from
activity, ritual and from games. In TA
parlance, this may be termed "time
structure contamination" in analogy
with ego state contamination. Experiments
have been made with previously unrelated
people to engage in eye-to-eye contact
for a matter of minutes in a relaxed
setting. The findings were that the bonds
of intimacy created between strangers (as
the eye contact led later to general
openness) were long-lasting and powerful.
Even at an advanced state of cynicism and
mistrust (and most people over the age of
six are no longer capable of sustained
intimacy in their everyday lives), people
are capable of having their capacity for
intimacy awakened under special
circumstances. Straight talkers, thinkers
and feelers tend to be more successful in
every part of life and this represents
the essential appeal of intimacy for Hong
Kong people, before they begin to
appreciate its more general and
humanistic qualities. The intimacy
experiment may be thus profitably
employed in the Hong KongŠcontext. The
consequences of an avoidance of intimacy
constitute the theme of this volume.
People in general have everything to gain
by regaining intimacy and autonomy. This
is basically a process of getting rid of
the rubbish which has accumulated in the
personality over the years and beginning
to live as a real person in the
here-and-now. Such a transformation gives
us more time and energy to address the
essential questions of life such as how
to say Hello, how to say Goodbye and
finding something to do instead of
waiting for Santa Claus or for Rigor
Mortis. Expressed more mystically, the
essential point in the observations which
follow is that in order to remove the
mask of Time, we need to take off the
mask from our own Faces. Fun is a time
structure not mentioned in Berne's
theoretical taxonomy but in his life he
was not averse to
jumping-up-and-down-parties or to poker
evenings. Fun is a liberating procedure
when the Free Child may take over and let
it all hang out (sometimes quite
literally). Hong Kong people generally
have permission to have fun and the
restaurants, bars and cinemas are all
well-patronised in the territory. Unlike
many Japanese and Westerners, local
people do not have to be drunk to have
fun and any ferry ride, traffic jam or
lunch break will find Hong Kong people
goofing off, playing cards and reading
comics. Barking into telephones is a
major source of fun. Hong Kong people
have fun on and through TV . "Enjoy
Yourself Tonight" and "A
Vigorous Life With Great Fun" are
often riotously upbeat programmes very
popular with local people. Pop music
tends to sound solemn and melancholy to
Western ears and frequently features a
pouting girl bemoaning life at the
harbour front of Sai Kung or an outlying
island (in the video performance). It
probably serves as a useful relief to all
the fun. There is however a more lively
genre called Canto-Rock music which is an
acquired taste. Little of the local music
or film industries is exportable to
countries outside Asia.
YK PAO, LI KA
SHING AND STANLEY HO AS ROLE MODELS? LIFE
PLANS OF HONG KONG PEOPLE
Certain individuals,
through the pattern of their lives, seem
to fascinate us. The inherited wealth of
a Rockefeller does not interest us so
much as the success, and decline, of a
self-made man like Robert Maxwell, and
not only because the latter had more
interesting ways of using his, and other
people's, money than most wealthy heirs
and heiresses. The important factor in
our admiration of successful men is their
link to underlying patterns of behaviour
which programme our own visions and
dreams and ultimately, in our small way,
our achievements. A script is a
pre-conscious life plan formed under
influence of the parents and early
experience and lived out in the person's
lifetime. Important decisions regarding
career choice, success, choice of
marriage partner, final destiny and so on
are said to be laid out in the basic life
plan, of which most people are only
vaguely aware. Although culture is by no
means the main formative factor of
people's personal scripts, (which depend
on the individual's reactions to his
parents and his environment)
"cultural script" is a concept
we can use to incorporate a sociological
and cultural element in the formation of
individual life stories and to gain an
understanding of the pressures of culture
on the individual. The cultural script
may or may not play an important role in
the individual's own life story. It does
appear, however, that large numbers of
Hong Kong people follow certain patterns
of life plan which have their origins in
the past, sometimes generations removed
from the present. Scripts are often
repetitive in certain families (whole
families go from rags-to-riches and whole
families go mad and drop out) but this
has nothing to do with culture and
cultural scripts, unless, of course, the
behaviour of the family is heavily
determined by cultural factors (rather
than its own qualities of being
infuriating, non-cooperative, alcoholic,
autistic etc. to name only a few common
familial traits!). Families would appear
to be heavily culturally influenced in
Hong Kong just as the individual is
heavily influenced by the family.
Attention to cultural scripts in order to
understand the individual's day-to-day
behaviour and ultimate destiny would
therefore seem to be warranted. The
cultural scripts of Hong Kong people have
at least six important bases: a
conception called Proto-China; a Third
World component; aspects of a Refugee
mentality; the Nouveau Riche syndrome; a
Decadent Colony legacy and, finally, for
the younger generation in particular, the
benefits of New Hong Kong. These terms
obviously need some definition and
elucidation.Proto-China is a conception
of China often confused with the present
day People's Republic,but which has no
significant relationship with the PRC in
an understanding of its function in
cultural scripting. Proto-China is a
largely abstract concept, equivalent
perhaps to Britannia or Uncle Sam, in
which certain cultural assumptions
regarding identity and ultimate destiny
are contained, albeit largely implicitly
and unconsciously. This component of the
cultural script is the only one to
receive attention in most social
psychologists' conception of the
underlying life plan of Hong Kong people.
It manifests itself in deep-rooted
behavioural patterns such as group
identity, familial consciousness, harmony
maintenance. It is the key factor in the
conception of even many third generation
Hong Kong people of their own cultural
uniqueness. The Third World element is a
sociological factor composed of generally
chaotic concepts of civic role and social
responsiveness. There is an implicit
acceptance of corrupt government and
business conduct. This element, when
combined with traditional group dynamics,
makes the triad societies such an
intractable social problem in Hong Kong.
In addition, Third World thinking makes
environmental consciousness very low -
another major Hong Kong social problem.
The Refugee mentality is one in which the
personality is always somewhere else in
ultimate aim: either looking back with
loyalty to the old country or with
anticipation to the new. Main concerns
are with accumulation of wealth as a
means of maintaining stability, the
furtherance of children in the
educational sphere and matter-of-fact
indifference to the host society. This
mentality gives the ruthless edge to life
in Hong Kong. The Nouveau Riche syndrome
of conspicuous consumption, continued and
disproportionate concern with wealth
allied with insecurity and problems with
one's children (who were neglected whilst
the money was being made) is a key
element in the culture of modern Hong
Kong. The input from a Decadent Colony
legacy into the cultural script is seen
in the identity crisis and insecurity of
Hong Kong people having to deal with the
manoeuvrings of a former world power
extricating itself from one of the most
audacious handovers in history. This
malaise contrasts with the security of
the Proto-China element of the cultural
script. The New Hong Kong element,
perhaps the most hopeful of all, is
derived from the development of Hong Kong
in the 50s and 60s of this century into a
liberal affluent society with all its
trappings: good housing, educational
opportunity, improved health care and, in
general, an expectation of
"stability and prosperity". The
New Hong Kong element has led to the
great generation gap in Hong Kong as
older members of the community did not
benefit from it in formative years. TYPES
OF HONG KONG LIFE PLAN Berne originally
divided the type of life plan a person
may have into six basic types: Never,
Always, Until, After, Over-and-Over,
Open-ended. A Never script for example is
one in which the individual never
achieves his goal of fame, success or
dramatic failure although he is
surrounded by tantalizing opportunities
to do so. An Open-Ended script is
inconclusive and the potential of the
individual is strangely unfulfilled. The
Over-And-Over life plan is one familiar
to the man who marries the same kind of
woman ten times over, changes career or
locality twenty times in a lifetime or
who bankrupts a series of his own
companies. An Always script is
compulsive, whilst Until and After
scripts await certain life events (death
of a parent, old age, illness, marriage)
for their more dramatic development. A
recent article in the Transactional
Analysis Journal by David Chan, a Hong
Kong clinical psychologist, has attempted
to relate the six types of script with
examples in Greek mythology outlined by
Berne to six Chinese myths. Although the
parallels from Greek mythology are
tragic, the examples of the script type
in Chinese myths may have more positive
endings. Script was conceived by Berne
primarily as a negative concept. As a
psychiatrist, he did not spend much time
analyzing positive or winning scripts.
The Chinese mythical examples are useful
not only for Chinese people but also for
Westerners who may be discouraged by
Berne's examples if they have a
predominantly negative script. In the
Hong Kong context it is thus quite common
to see people becoming successful only
when they reach a certain age or when a
parent dies; making the same successful
business venture over and over or always
making progress towards their ultimate
goals. On the other hand, mistakes and
even tragedies occur in some people with
great regularity. All these script types
appear in every sense to be dramatic -
indeed they are often lived out in a
histrionic way and one of Berne's
analogies to the lifescript was the stage
drama. A key question in any "Life
Script Questionnaire" is: "If
your life story were put on stage, would
it be a comedy, a tragedy or something
else?" As anyone who has listened to
people's life stories knows, many
people's scripts are better regarded as a
dull soap opera than an exciting
box-office success. This may account for
the popularity of soap operas. BANAL LIFE
PLANS IN HONG KONG The success script
called "rags-to-riches" has
already been mentioned at the beginning
of this section. This may be termed a
classic culture-conditioned script. Where
it becomes reinforced by a good personal
script (or if it is inserted into a
winning lifescript), such as the case of
Stanley Ho for example, the result is
dazzling enough. On a more mundane level,
this script is lived out by many Hong
Kong people who later become proprietors
of small-to-medium size businesses,
headmasters, doctors, lawyers and so on.
The main difficulty for such self-made
people is to know when to stop being
prosperous and to start living. Claude
Steiner, a close colleague of Berne,
speaks of banal scripting, in other
words, life plans which are not
especially tragic or winning but rather
joyless, loveless ,mindless, powerless
and unequal. Perhaps the life stories of
most discontented people are best
understood in this way - as low intensity
expressions of banality. Such banal
scripts are thought to be sex-specific.
Thus typical banal male scripts are Man
In Front Of The Woman (in which the man's
dominance is a sham, a common Hong Kong
situation); Playboy, Intellectual and
Woman Hater. Typical banal women's
scripts are Mother Hubbard (who takes
care of everyone but herself, a common
Hong Kong situation), Poor Little Me,
Queen Bee and Plastic Woman. Banal
scripting appears to be widespread in
Hong Kong where the expectations of life
are confined, in many people's minds, to
certain basic patterns. Unlike other city
states in history, Hong Kong has not
produced great writers, inventors,
artists or intellectuals. Its central
concerns appear to be survival,
accumulation and imitation, all fairly
banal ideas. If the life plans of Hong
Kong people have certain characteristics,
what of their personality? Are there any
common denominators, even of the vaguest
kind, which we can propose in an effort
to understand what sort of people play
Hong Kong games? The next section tries
to briefly answer this question.
DOMINANT
PARENTS AND ADAPTED CHILDREN THE
PERSONALITY OF HONG KONG PEOPLE
Functional Analysis is
a way of understanding the human
personality derived from the basic three
ego states of Transactional Analysis. Two
of the basic ego states, Parent and Child
are subdivided into Controlling and
Nurturing Parent and Free Child and
Adapted Child respectively. We can
further divide these personality
functions with positive and negative
signs to obtain nine basic functions. In
the Parent ego state, a positive
Controlling Parent called Structuring
Parent and a negative called Critical
Parent; a positive Nurturing Parent
called Protective Parent and a negative
called Overhelpful Parent. In the Child
ego state, we may have a positive Free
Child called Creative Child and a
negative called Rebellious Child; a
positive Adapted Child is a Helpful Child
whereas the negative may be termed a
Fearful Child. The Adult is not usually
subdivided. Different Transactional
Analysts use slightly different terms in
their subdivisions (and some call the
Structuring Parent the Critical Parent).
TA escapes from being a dogma for this
and other reasons. People are free to use
the terms which they can use profitably.
In any case, with a nine-way split of the
personality, TA escapes the charge of
being reductionist, unless that is one
wishes to present the human personality
as a boiling cauldron of inchoate
impulses, ideas and feelings which can
never be understood. This is a perfectly
legitimate way of looking at things. For
our present purposes however, which are
aimed at understanding the personality
and then the behaviour of a group of
people known as Hong Kong people,
Functional Analysis is a useful
instrument for demystifying the apparent
complexity of the "Chinese
soul".
THE PARENT PART OF THE
PERSONALITY - NURTURE AND CONTROL The
Parent ego state of Hong Kong people
appears to be remarkably powerful and
resistant to change. It probably
functions as the dominant ego state for
the great majority of mainland people as
well. In other words, Hong Kong people
are concerned with achievement of goals,
maintaining self-image but also with
nurturing and providing for offspring and
other dependents to a degree rarely
experienced by Western people. The Parent
checks Hong Kong people's behaviour more
readily than the behaviour of Western
people and real Hong Kong, and mainland,
parents smother their small children with
an affection which would be regarded as
exaggerated in the West.A real question
arises for observers of Hong Kong people
when we begin to suggest behavioural
clues to ego state diagnosis which are
applicable to them. The Parent ego state
usually expresses itself in Hong Kong
people by either a raised finger,
slightly flared nostrils, a set jaw and
other signs applicable to Western people
(although the ability of Westerners to
read such signs in Orientals is limited).
Changes in voice and vocabulary are also
discernible, especially when Hong Kong
people speak English. Indeed, for most
Hong Kong people, English is a Parental
language associated with control,
prestige, formality and little else. A
major component of the Parent ego state
is prejudice. Hong Kong people, as a
group, are as racist in Parental thinking
as the worst Westerner and given the
power of the Parent ego state in
directing behaviour, attitudes to many
other racial groups are frequently
negative (Indians, Vietnamese, Filipinos
and Japanese are generally detested and
despised). Attitudes to Western (usually
considered to be White) people occasion a
Parental impasse. White people govern key
areas of Hong Kong society and most
belong to the middle classes, thus
commanding respect on the hierarchy
scale. This fact partly accounts for the
mixture of genuine friendliness,
deference, envy, hostility, admiration
and automatic rejection in the Hong Kong
person's mind (and we are aware of the
brutality of the generalisation) when
encountering foreigners. It is too easy
to attempt to resolve this conflict by
terming the attitude of Hong Kong people
"positive" or
"antagonistic" as the situation
decides when the Parent is
"hooked" in each of us and Hong
Kong people are no exception. Prejudices
are best regarded as dormant phenomena in
the majority rather than active forces in
the minority. We must register here,
however, our disquiet at the
matter-of-fact racism apparent in Hong
Kong people's reactions to Blacks and
those they perceive as being borderline
Blacks. Racist attitudes of this kind
appear are becoming the exception in
Europe and North America: in Hong Kong
they are presently the rule. This can be
confirmed by any cursory inquiry.
Directives from the Parent of Hong Kong
individuals dominate much of their
behaviour and combine with script
directives to make them generally very
hard-working and ruthless in pursuit of
their goals. Most have
"permission", that is a message
received by example and by encouragement
from their real parents in early life, to
succeed and to prosper. Unfortunately,
some do not have permission to spend
their money or to spend it tastefully and
well. Decor is considered gaudy and
overdone by Western experts (and their
comments are more valid as a Western
style is usually imitated). Hong Kong
people in general are conspicuous
consumers and flashiness, new money and
tastelessness predominate in certain
spheres. In keeping with a certain
nouveau-riche mentality, some seem to
overlook their Child instincts as to what
is seemly and beautiful and are driven by
archaic Parental ideas to emphasise what
impresses and expresses wealth. They are
willingly supported in this by droves of
third-rate resident foreigners.
THE CHILD PART OF THE
PERSONALITY: SHAME, FUN, COMPLIANCE The
Adapted Child is that part of the
personality which functions as if the
person were observed by parent figures.
As Parental and actual parental figures
are very potent in Hong Kong people's
personalities, the Adapted Child is
likewise a strongly cathected (energised)
part of the personality. People operating
under the influence of the Adapted Child
tend to be compliant, shameful and
industrious and occasionally rebellious
(if that is how they reacted to their
parental figures in childhood).
Compliance and shame are said to figure
prominently in the dynamics of Chinese
personality and have been analysed at
length in the standard literature.
Avoidance of shame is a major component
of face behaviour. Compliance is seen in
traditional filial piety and in the
hierarchic structures of traditional
Chinese society. As we shall see,
compliance and shame are major factors in
game playing. For example shame is
apparent in Blameless and Chinese Girl
whereas compliance is seen in Legco or
Uncle Wong's Cabin as well as a host of
educational games. Wilful rebellion
against authority also figures highly in
the behaviour of certain Hong Kong people
as is apparent in games such as Refugee,
Aborigine and Kowloon Taxi. The Free
Child, although dominated by the Adapted
Child and the Controlling Parent, is like
the Free Child of all peoples - fun-
loving, spontaneous and highly energised.
Hong Kong people are often exuberant and
are avid sportsmen, gamblers, dancers,
singers, musicians and so on. The degree
to which real spontaneity is expressed in
such time structuring is variable
according to the individual personality's
ability to free himself from Parental
directives. Genuine spontaneity, in the
sense of aimless, unstructured or
assertively original behaviour, appears
to be reasonably uncommon in the
behaviour of Hong Kong people, at least
in public. This does not imply however
that the same people cannot be aimless,
fun-loving, creative or assertive. Nor
does it imply that Hong Kong people are
boring.
THE ADULT PART OF THE
PERSONALITY - REASONING AND LEARNING
Studies tend to show that Chinese people
excel in mathematics but are not
relatively proficient in verbal
abilities. The memory is highly
developed. Learning strategies tend
towards rote and adaptation but some
studies would suggest a "deep"
learning approach characterised by
engrossment and personal interest in the
subject. Teachers complain that this is
hardly encountered in experience. All the
"differences" in reasoning
mechanisms and abilities mentioned are
probably derived from differing ways of
teaching and of upbringing in general.
There is no evidence for superiority or
inferiority or for deep-seated
differences from Western data-processing
etc. which cannot be accounted for by
later development in society. The
grown-up Chinese person is however likely
to have quite a different set of habitual
thought patterns and affective mechanisms
which are expressed in different types of
games with differing intensity, tenacity
and regularity. As games are largely
played outside consciousness, the
reasoning self is only vaguely aware of
them. The habitual thought and data
processing patterns of Hong Kong people,
and probably Chinese people in general,
can be demonstrated to be very close to
those of Western people and the search
for inherent differences in the
collective unconsciousness etc. quickly
succumbs to self-contradiction and
mysticism. The analysis of games,
however, highlights clear differences in
behaviour which can be verified in
everyday experience.
GLOSSARY (See the
Introduction to Transactional Analysis
for more detailed explanations.) Key to
Sources: G - Games People Play by Eric
Berne. W - What Do You Say After You Say
Hello? by Eric Berne. WB - Transactional
Analysis by Woollams and Brown. Other
definitions are by the author. Activity -
One of the ways of structuring time in
TA. The person's energy is directed to
influencing the external world by means
of work or hobbies. Adapted Child - This
Child ego state function behaves as if
the person were observed by parent
figures. People operating under the
influence of the AC are typically
compliant, shameful, industrious or
rebellious. Adult - An ego state oriented
toward objective, autonomous data-
processing and probability-estimating.
(W) Antithesis - The way out of a game.
Autonomy - The capacity for positive and
creative self-management unhindered by
dependency, the past or by undesired
influences from the Parent or the Child
of an individual. Cathected - Charged
with mental energy. Cathexis - The energy
within an ego state. Child - An archaic
ego state. The Adapted Child follows
parental directives. The Natural Child is
autonomous. (W) Cold Pricklies - A
colloquial term for negative strokes.
Complementary - A transaction in which
the response is appropriate and follows
the natural order of healthy human
relationships. (G) Usually indicated by
parallel stimulus/response from and to
the intended ego states. Con - The secret
or ulterior message which begins a game.
It "hooks", or attaches itself
to, the gimmick in the other
participant(s) in the game. Contamination
- The condition of one ego state being
influenced unconsciously by another ego
state. The contaminated Adult is
experienced as "reasonable" and
"true" when it is coloured by
delusions and prejudices from the Child
and/or Parent. Cross-up - The period of
confusion which follows the switch and
precedes the game payoff. Cultural Script
- The component in the individual's life
plan derived not from particular parental
programming or from a specific
environment but from "cultural
influences". Such influences may, of
course, be transmitted through parental
figures or through the environment.
Decision - A child commitment to to a
certain type of behavior, which later
forms the the basis of character. (W)
Discounting - The act or process of
ignoring some aspect of internal or
internal experience. We can discount the
existence of a problem, its significance,
change possibilities or personal
abilities. It is the mechanism by which
symbiosis is maintained. Drama Triangle -
Developed by Dr Stephen Karpman. A simple
diagram showing the possible switches of
roles in a game or script. The three
major roles are Persecutor, Victim and
Rescuer. (W) Dynamics - In game analysis,
the fundamental source of the game as a
whole expressed in Freudian
psychoanalytic or common psychiatric
terms. Egogram - Developed by Dr Jack
Dusay. A visual representation of the use
of the functional ego states drawn as a
bar graph with five separate bars, one
representing each ego state. Ego State -
A consistent pattern of feeling and
experience directly related to a
corresponding consistent pattern of
behaviour. (W) The basic building blocks
of Transactional Analysis. Ego states are
observable realities, not abstract
concepts. Free Child - Also called
Natural Child. Highly energised Child ego
state function and the most capable of
spontaneity and intimacy. Functional
Analysis - Describes how a person uses
her ego states to relate to herself and
others. (WB) Game - A game is an ongoing
series of complementary ulterior
transactions progressing to a
well-defined, predictable outcome. (G)
Games may be also understood as
culture-specific behaviour of groups
rather than individuals. Gimmick - A
special attitude or weakness which makes
a person vulnerable to games or scripty
behaviour. (W) Intimacy - A game-free
exchange of emotional expression without
exploitation. (W) One of the goals of
Transactional Analysis.Life Position - A
basic attitude towards the world
expressed in four formulas: I'm OK-You're
Ok, I'm OK-You're not OK, I'm not
OK-You're OK, I'm not OK-You're not OK.
Explored in depth in the works of Thomas
and Amy Harris. Loser - Someone who does
not accomplish a declared purpose. (W) In
TA, a loser is someone with a poor
script. Moves - In our game analysis, two
salient interchanges expressed as a
verbal statement, although many games
proceed without words. Non-winner -
Someone who works hard just to break
even. (W) Parent - An ego state borrowed
from a parental figure. It may function
as a directing influence (the Influencing
Parent), or be directly exhibited as
parental behaviour (the Active Parent).
It may be nurturing or controlling. (W)
Pastime - One of the ways of structuring
time in TA. "Semi- ritualistic
topical conversations" (G) "A
series of semi- ritualistic, simple
complementary transactions arranged
around a single field of material, whose
primary object is to structure an
interval of time." (G) Payoff - The
psychological "reward" of
negative racket feelings which ends, and
is the purpose of, a game. Permission -
(1) A parental license for autonomous
behaviour. (2) An intervention which
gives the individual a license to disobey
a parental injunction if he is ready,
willing and able, or releases him from
parental provocations. (W) Racket - The
sexualization and transactional seeking
and exploitation of unpleasant feelings.
(W) An internal or external process by
which a person interprets or manipulates
her environment as she justifies a
not-OK, or discounted position. (WB)
Ritual - One of the ways of structuring
time in TA. Usually a predictable, low
contact exchange of strokes. "A
stereotyped series of simple
complementary transactions programmed by
external social forces." (G) Roles -
In game analysis, the players and their
characters in the game. As roles are not
assumed consciously, they are not
stances, attitudes or positions. Script -
A life plan based on a decision made in
childhood, reinforced by the parents,
justified by subsequent events, and
culminating in a chosen alternative. (W)
Switch - 1. A switch from one role to
another in game or script. 2. A manoeuvre
which forces or induces another person to
switch roles. 3. An internal or external
stimulus which turns off adaptive
behaviour. (W) Stroke - A unit of
recognition, such as "Hello".
(W) Structural Analysis - Analysis of the
personality, or of a series of
transactions, according to Parent, Adult,
Child ego states. (W) Deals with the each
ego state's developmental history and
innate capacity for expression... the
content of the ego states. (WB) Switch -
In game analysis, the sudden change in
role, or in the situation generally,
before the game ends. It is followed by
confusion (the cross-up) and the payoff.
Symbiosis - An unhealthy relationship in
which two or more individuals behave as
if they were a whole person. Neither
individual uses all ego states.
Discounting is the mechanism used to
maintain it. Thesis - The
"magical" (usually unconscious
and irrational) belief of the players
which underlies the playing of a game.
Trading Stamps - A feeling
"collected" as the payoff in a
game. (W) A feeling or a stroke which is
collected to justify some later
behaviour. (WB) The currency of rackets
and games. Transaction - A transactional
stimulus from a certain ego state in the
agent plus a transactional response from
a certain ego state in the respondent. A
transaction is the unit of social action.
(W) Transactional Analysis - (1) A system
of psychotherapy based on the analysis of
transactions and chains of transactions
which occur during treatment sessions.
(2) A theory of personality based on the
study of specific ego states. (3) A
theory of social action based on the
rigorous analysis of transactions into an
exhaustive and finite number of classes
based on the specific ego states
involved. (4) The analysis of single
transactions by means of transactional
diagrams; this is transactional analysis
proper. (W) Ulterior - Transactions
involving the activity of more than two
ego states simultaneously. (G) Besides
the social level transaction, another
transaction is made largely outside
consciousness. Ulterior transactions are
moves in games. Warm Fuzzies - A
colloquial term for positive strokes.
Winner - Someone who accomplishes his
declared purpose. (W) In TA, a winner is
someone with a good script. Withdrawal -
One of the ways of structuring time in
TA. Removing ourselves mentally from
others by daydreaming, fantasies etc..
INDEX OF GAMES AND
PASTIMES (P) Aborigine Ain't It Awful (P)
Badinage Banana Bilingual Blameless
Blemish Bum Rap Buzz Off, Buster Canaille
(P) Celeb Chinese Girl Civic Education
Connections Consideration Cops and
Robbers Cure Me Debtor Disco Bay Does The
Man In Your Nightmare Ever Mention My
Bill? Emigration Expat Face To Face Final
Bill (P) Fung Shui Gee, You're Wonderful,
Mr Murgatroyd! Gee, You're Wonderful,
Professor! Get Avay From My Vindow!
Goldfinger Happy Families Hello English
Audience Hidden Fine Hover I Call You
Back I Can Get It For You Wholesale (P)
If It Weren't For You I'm Only Trying To
Help You Indigence Insurance I Really
Must Do Something About My Cantonese I
Really Must Do Something About My English
I Really Must Do Something About My
TeachingJoint Venture Kiss Off Kowloon
Taxi Lack Of Opportunities To Practice
Legco or Uncle Wong's Cabin Let's You And
Him Fight Love And Mercy Lunch Bag
Martini (P) Michael Kohlhaas Minding My
Own Business Morning After (P) Night Club
Non-Interference In China's Internal
Affairs Now I've Got You, You Son Of A
Bitch Obliging Office Space or Make The
Boss Pay Old China Hand Peasant Peng Di
La! Pere de Famille Perfect Child
Portable Phone Queen's Silk Rapo Refugee
Restaurants Nowadays (P) Service Sorry!
(Shoulder Charge) Special Customer
Sterilise The Instruments Suzie Wong
Suzie Wong's Kid Sister The Undead That
Man Keeps Looking At Me, Mamma Tiffin
Tolerance Translator Virginity Western
Style We Will Act Who's The Boss? Why
Does This Always Happen To Me? Xiuxi XOV
You're Uncommonly
Perceptive INDEX OF SUBJECTS AND
PEOPLE A Activity time structure
Americans Autonomy B Barthes, Roland
Berne, Eric Bond, Michael Banks Bankers
(expatriate) British Business C Cantonese
language Chan, David Child ego state
Child-rearing China (People's Republic)
China (concept and culture) Choy, Acey
Clans Corruption Diderot Doctors
Drunkenness E Education Eating (see food)
Egogram Engineers (expatriate) Ethnicity
Executive Council Expatriate (see
Foreigners) F Families Films Food
Foreigners Fun time structure Functional
Analysis Funerals G Games Geomancy
Government Governor H Hill fires Ho,
David Ho, Stanley Hong Kong Club I
Identity Individualism Intimacy J Jockey
Club, Royal Hong Kong K L Law Lee,
AllenLee, Martin Legislative Council Lin
Yutang Littering M Marx Mong Kok Music N
New China News Agency O Orwell, George P
Parent ego sate Pao, YK Philippinas
Prostitution Q R S Schools Scripts Shing,
Li Ka Shopping Social Psychology
Stalinism (see China, People's Republic)
Steiner, Claude T Time Structuring
Traders (expatriate) Triads Taxis
Transactional Analysis TV TVB Ltd.UV WXYZ
Walled City Western District
|