Competitions for students. Fun games for a youth company

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

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

What are the games? Absolutely different. On intuition, logic as a card game "Mafia". On non-verbal intelligence as . On the development of entrepreneurial qualities as a business game "Book Factory". Let's start with the most unpredictable games - the imagination. With the help of them, you will learn about the very depths of your own and someone else's subconscious.

The Dixit Imagination Game

The rules of the game are simple, but you will need some equipment - special cards. In general, there is a real game, it is called Dixit (Dixit), but not everyone can afford to buy it. Therefore, you can create some of its elements yourself. The bottom line is this: players are dealt six cards. They depict various pictures - almost surreal. For example - a lopsided anchor in the middle of the desert. What associations come to mind? They need to be formulated in one phrase - and voice it to the rest. Players choose a suitable card from their set according to the description and lay it out on the table. The secret is that the description should be multifaceted, and the one whose card was not guessed right away wins. But, the important element is that if no one was able to identify your card at all, you lose points. Due to this balance, Dixit has become wildly popular among psychological games for students. By the way, the cards themselves, or rather pictures, can be found and printed from the Internet at home.

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

Game for sensations and feelings "Relay race of feelings"

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

Trust game "Blind"

The next game for students is for trust, called "Blind". Can you trust your friends? Now let's check it out. One leader is chosen and one, so to speak, victim, namely, the blind man. Excitement and extreme will be added if you play this game somewhere in a public place - in a park or just in nature. The blind is blindfolded, because he should not see anything, and the leader chooses a guide from the team. The task of the guide is to lead the Blind by the hand. To warn, loudly and clearly, where to step over puddles, bypass pits and ditches, is his direct duty. The most important thing in this game is the feeling of complete trust between the players. Any kind of cruel jokes, mockery, interruptions and teasing are unacceptable - do not forget that a person does not see anything, and can suffer greatly if he stumbles, for example, on a tree or a lamppost. The task of the Blind at this time is not only to listen carefully to the guide, but also to surrender to his feelings - to tune in to a clear perception of his own senses. Only when we are blindfolded do we really begin to feel the tickle of the breeze on our cheeks and the crunch of branches under our feet. The psychological task of this game is, firstly, to turn a person to his sensual consciousness, and secondly, to show an example of responsibility for another person.

Game for students "Gift"

So, if you already trust your friend, how about learning more about him? To do this, there is a game for students "Gift". From the whole company, one player is selected, who, for example, has a birthday soon, or Angel Day, it doesn’t matter. The important thing is that you need to give him a gift. But not a simple banal figurine, but something that you would associate with this person. In turn, everyone offers their options, explaining the choice. And the "birthday boy" is closely watching who would give him a truly sincere gift, and who knows him better than others. General options such as “photo frame because he has a camera” or “pen because he is a student” should be avoided - points are deducted for such answers. And you can come up with a scale for accruing them yourself, depending on the theme of the party or just according to your mood. For inspiration, points can be awarded in bananas, staplers, or ice cubes. All that is enough for imagination.

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

Creative game "Interesting poems"

And finally, the most creative of all the games "Interesting Poems". The essence of the game is very simple - the first player aloud composes any poetic line. Size is not important, but rhyme and meaning are the main condition. The topic can be absolutely anything. Though "We walked with my brother on the moon." The second player quickly, he is given about thirty seconds to think, comes up with a continuation - it must be in rhyme and the stanza should also fit in meaning. And off we go. Of course, at first you will get completely absurd poems, but then - perhaps the whole company will compose a great work! The main thing is speed. Because only then, as with a blitz survey, will you cook exactly what you mean, without guile. In addition to usefulness, this game is incredibly fun, and it has only one minus - from laughter, then your cheeks hurt very much.

So, as you can see, it is possible to spend a fun evening with student friends without drunken gatherings, which only harm health with the help of interesting psychological games for students. There are plenty of ways to diversify bored parties with cards and TV. In one evening, you can discover so many new things about classmates that it will become much more pleasant and interesting to communicate with them, you will begin to understand them better, and the percentage of conflict situations will come down to a minimum. After all, there is nothing more important than a healthy atmosphere in your social circle and within yourself!

Role-playing game"Waiter, there's a fly in my soup"

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

Give each participant one of the scenarios below to review.

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

Ask two performers to come out and stand where everyone can see and hear them, then start the game.

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

ROLE A

You are traveling in a foreign country. Today, while dining at a very expensive restaurant, you found what looked like part of an insect in your soup. You complained to the waiter, but he assured that it was not an insect, but spices. You disagreed and wished to speak with the manager. And then the manager comes to your table.

ROLE B

You are the manager of a very good restaurant. Prices may seem high, but the quality of service justifies them to the highest degree. Your restaurant has a good reputation and attracts many foreigners. A foreigner came to dine at your restaurant today, and one of the new waiters served him soup. There were some claims, and the waiter told you that a foreigner wants to talk to you. So, you're heading to his table.

Analysis:

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

2. Did B get to the heart of the problem? Did you overcome the misunderstanding between the parties? Did he express sincere regret? Did he offer a polite apology?

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

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

Completion:

No one is able to point out the “best way” to solve the problems that come with communicating with foreigners, but discussion of this role-play can help participants see the wide possibilities for this.

Role-playing game "Discussion with hidden roles."

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

Number of participants: up to 20 people.

Lesson progress:

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

Participants in the discussion receive cards with instructions written on them. You can't show instructions. The group must guess the role played by the student.

Roles:

"Organizer" - provides identification of all positions. Encourages those who have not spoken yet to speak. Asks clarifying questions, is interested in the course of the discussion. Summarizes intermediate and final results. He expresses his position last.

"Disputant" - "I argue because I argue." Meets "with hostility" any proposal, any statement.

"Original" - sometimes, from time to time, puts forward unexpected, paradoxical, to him alone clear sentences, whose connection with the essence of the sentence is not always clear. Intervenes in the general course of the conversation at least three, but no more than five times. Participates sluggishly in the general dispute.

"Group" - from the very beginning, seeks to seize the initiative in the discussion and persuade the group to his opinion. Not inclined to listen to anyone if someone else's opinion does not coincide with his own. Emotional, energetic. Emotions, although excessive, are mostly positive.

"Contractor" - agrees with everyone. The first supports any statement. For him, the main thing is not to search best solution but peaceful, conflict-free communication of the participants in the discussion.

You can suggest any topic for discussion, for example:

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

 What are the reasons for the popularity of the beard among a sufficiently large number of men;

 How to fight for sobriety most effectively.

Exercise Interview.

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

Time: 30-50 minutes.

Lesson progress:

The teacher assigns roles to the students.

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

Everyone else plays the roles of "meticulous correspondents for radio and television, newspapers and magazines."

Roles:

1. "Aggressor" - decides everything from a position of strength, keeps the group in fear, does not hide his unsightly deeds from those around him, is rude, considers only with a force that surpasses his own. Can't get past the weak without hitting them.

2. "Victim" - no matter what he does, nothing happens, everyone is used to it and expect misses from him. In a conflict, he defends himself weakly, unconvincingly.

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

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

5. "Diva" - always in the spotlight, everyone wants to be friends with her, everyone is flattered by her attention. Beautiful, elegant, jealous of other people's successes.

6. "Exemplary child" - demonstrates obedience to teachers, respect, loyalty, always polite, equal with everyone, helpful.

7. "Shabby cat" - illegible in friends, interests, passions, indifferent to learning. It has a sloppy look in the presence of super fashionable accessories.

8. "Orphan" - everyone pities him, the reasons may be different: illness, difficult marital status. With a stoic air, he talks about his troubles. Everyone helps him, patronizes him, he takes everything for granted.

9. "Erudite" - likes to amaze others with his awareness, is indulgent towards friends, seeks to emphasize the difference in knowledge. Disdains brute force.

10. "Lady" - cold, arrogant, has a limited circle of friends, with everyone who is not included in this circle, she is arrogant.

Exercise "Diplomatic Reception"

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

Number of participants: up to 15 people.

Time: 30-50 minutes.

Lesson progress:

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

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

The teacher records the time.

Students are divided into pairs and each pair starts a conversation.

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

Note:

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

// Personnel service. - 2008. - No. 12.

Whatever you interpret Voltaire - or Descartes,
The world is a deck of cards for me
Life is a bank: rock mosque, I play
And I apply the rules of the game to people.
M.Yu. Lermontov

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

It must be emphasized that the atmosphere at the corporate party should be relaxed. Under no circumstances should a person be forced to attend corporate party whatever it was about. You should not threaten with the deprivation of the bonus or resentment of the leadership - otherwise, the person will be forced to come to the holiday to the detriment of his personal or family interests and hold a grudge.

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

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

Camping is one of the most better ways raise the team spirit in the team. Usually such events are held in the warm season. It can be both short trips to barbecue, and joint trips to a boarding house or holiday home for the weekend. As a rule, in such a relaxing environment, people feel calm, they no longer have time to sort things out.

Banquet is the most traditional way of holding corporate events. It is held, as a rule, in restaurants or banquet halls. Traditionally, at a banquet, employees eat, drink, listen to a report on the work done and what remains to be done, drink more and go home. You can diversify the banquet with the help of an entertainment program, funny quizzes, prizes, employee incentives.

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

So, one of the elements of a corporate holiday is entertainment. As a rule, these are games that cheer up, ignite employees with a sense of excitement, and raise team spirit. However, the set corporate games small. Other than the traditional darts, sculpture competition and newspaper dance, little comes to mind.

Meanwhile, according to A.S. Makarenko, " good game is like "good job".

Their similarities are as follows:

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

We offer to expand the range of entertainment at a corporate party through psychological games. This allows you to "kill two birds with one stone": on the one hand, psychological games amuse and entertain, on the other hand, they develop and, as they say, provide "information for thought." For a corporate party, communicative games and games for the development of creative abilities are most suitable.
Communicative games create a festive mood, contribute to the development of communicative competence, mutual understanding between participants and group cohesion.

You can start with dating. Even if you work together for a long time, this is not a guarantee that you know each other well - not professionally, but purely human.

Introduction-introduction allows you to get to know your colleagues better.
Each participant offers his business card. It can be a song, a poem, an aphorism, a motto, a drawing, a story about yourself, etc.

As an acquaintance option, the game "Name - a character trait" can be used. Each of the participants calls his name and the character trait that he has expressed - with the letter of the name. For example, Olga is an optimist.

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

All participants stand in a circle. The facilitator walks inside the circle, and when he looks into the eyes of each participant, he begins to repeat his movements until the facilitator again approaches him, looks into his eyes and changes his movement. The host goes in a circle and, looking in turn into the eyes of the participants, on the 1st circle - rubs his palm against his palm, on the 2nd - snaps his fingers, on the 3rd - claps his hands on his knees, on the 4th - taps his palms on knees and stamps his feet, on the 5th he claps his hands on his knees, on the 6th he snaps his fingers, on the 7th he rubs his palm against his palm, on the 8th he simply lowers his hands.

So the rain stops and subsides. The purpose of this exercise is relaxation, mood in a lyrical way. We can say that the rain that has just passed has inspired calmness and reflection.

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

Participants in black shoes change places among themselves (it is impossible to change places with neighbors).

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

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

Now let's start the game. The competition is held on time. "Ork" is passed from one participant to another by turning the head. Try to get a record.

A group of 30 people can usually do it in two seconds. It looks like a single long "grunt" - a wave. This outwardly simple and frivolous exercise well increases the emotional level, promotes group cohesion and sets up participants for interaction.

Typewriter
All participants are given letters. The host commands: “Pay alphabetically!”. Then some phrase is given, for example, a proverb or a line from a poem, and it is “printed” in this way: everyone slaps his letter, his punctuation mark. Everyone pauses. This game helps to establish a relationship with partners.

My precious
Participants are asked to "review" the contents of their bags and pockets and find any object that they like, about which they could say: "My charm" (as Gollum, a character in Tolkien's books, said about the Ring of Omnipotence). For several minutes, participants reflect on the questions: What do I like about this subject? What does it symbolize for me, why do I carry it with me? Why might others like this item?

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

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

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

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

Guessing game + broken phone
The host thinks of some object and whispers its name to the first participant. This participant (and all subsequent ones) must tell about this subject to the rest of the chain in a whisper, not naming it, but describing its properties, areas of application. The listener can ask clarifying questions. The last participant in turn names the conceived object. You can complicate the game by introducing a time limit and an element of competition.

K.U.B.O.U
The cryptic name of this game stands for "Karate Killed the Bull with One Punch". The game is very similar to "Broken Phone", but it requires precise fixation of what is understood on paper. Both children and adults like it very much, because it allows them to come to serious and important conclusions from the ease and excitement of participation.

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

Interview
The presenter receives the role Approximate roles: the winner of the beauty contest; famous wit, merry fellow and talker; a very serious, laconic type who does not know how to laugh and joke; academic lady who made important discovery; mask man, without emotions; a sharp, direct person who does not hide his dissatisfaction with the world; invariably affable person, pleased with the whole world and with himself. Everyone else acts as meticulous journalists who interview him at a press conference. Participants in the game should ask the host tricky questions, and he should try to adequately answer them. Time is limited. After the end of the game, it is interesting to find out from the host which question caused the greatest difficulty in answering and why.

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

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

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

Laurencia, where are you?
Laurencia, wait!
Well, when are we going to dance with you?
So when is Monday finally coming?
And we will dance with you?
Laurencia!

Then next time Tuesday is added, then Wednesday and so on all days of the week. For each day of the week and in the name of the participants squat. The pace of the game is constantly increasing.

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

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

pum pum
Leading: Now we will play the game "Pum-pum". “Pum-pum” is a characteristic that some participants have and some don't. It must be objective. In order to confirm the presence or absence of this characteristic, it is not necessary to know each other well.

For example, I can think of a simple "poom - pum" - shoe laces. Any person who accidentally enters the room will confirm that someone has shoelaces, and someone does not. The same “objective” will be the “pum - pum”, which I will now guess, but, of course, it will not be laces.

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

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

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

Imagine that we are here to create our own commercial for some product. Our task is to present this product publicly in such a way as to emphasize its best sides, to interest them. Everything - as in the usual activities of the advertising service.

One small nuance - the object of our advertising will be specific people sitting here. Each of you will draw out a card on which the name of one of those present is written. It may turn out that you will get a card with your own name. It's OK! So you have to advertise yourself. There will be one more condition in our advertising: you must not give the name of the person you are advertising. Moreover, you are invited to present a person in the form of a product or service. Think about who your protege could be if he had not managed to be born in human form. Maybe a refrigerator? Or country house? Then what is this refrigerator? And what is this Vacation home?
Name the category of the population for which your advertisement will be calculated. Of course, the most important and true advantages of the advertised object should be reflected in the commercial.

The duration of each commercial is no more than one minute. After that, the group must guess which of its members was represented in this advertisement. If necessary, you can use any items as entourage and ask other players to help you.

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

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

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

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

volatile market
Collective game for 10-15 people. These are her conditions. There are a number of certain resources. The task of everyone is to sell their resources at a high price, to buy other people's (necessary) ones cheaply. Every five to ten minutes, the leader changes the resource cost rates (plus or minus, changes can be large or small). In addition, the players themselves can change or maintain the current course (it should cost a lot, but competent use should bring dividends, especially if not one player, but a coalition, is spending money). The game should have implicit coalitions - groups of people whose goals do not contradict each other.

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

Situation examples:
What to do if you lose your employees' wages or public money at the casino?
What to do if you are accidentally locked in the office late at night?
What to do if your dog ate an important report that you have to present to the director in the morning?
What to do if you are stuck in an elevator with the CEO of your firm?

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

Add verses
Add two lines:

Once upon a time, a weirdo
Headed through the attic...

My friend Valery Petrov
Never bitten by mosquitoes...

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

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

Flowers withered...
Seeds are falling, falling
……………………………
Like tears

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

According to J. Huizinga, the game decorates life, complements it, as a result of which it is vital for every person, regardless of his age and social status. It is necessary for the individual as a biological function, it is necessary for society because of the human meaning contained in it, because of its expressive value, because of the social and spiritual ties it establishes. The game is on the border with the serious: itself turns into a serious, turning the serious into a game. She decorates the holiday and at the same time enters it as component. Modern game allows you to go beyond the usual course of things, gives a person the opportunity to create. The game makes it possible to escape from the depths of one's feelings, to turn away from oneself, stuffed with work and everyday worries, to other people, to feel oneness with them. And where there is unity and cohesion, there are no destructive conflicts, no manipulations and intrigues. In a word, no - "wars" and strife in the organization, yes - a constructive game that promotes personal growth and expands horizons.

Number of players: any
Extras: paper, pens

After several youth meetings, you can check how much the guys got to know each other. Give everyone a piece of paper and ask everyone to write 4 things about themselves that not many people know about. For example:

I have a dog and a parrot.

I love playing chess.

I really want to buy a computer.

I'm going to be an agronomist.

Liar - psychological game for adults

Number of players: 5-8 people
Optional: question papers, pens

This game will also help you get to know each other better. Prepare blanks in an amount equal to the number of players. Forms should contain the following questions:

The farthest place I've been to is...

As a child, I was forbidden to do ... but I still did.

My hobbies - ...

When I was little, I dreamed of being...

The biggest achievement in my life is...

I have one bad habit - ...

Sheets with these questions are distributed to each player, and everyone must fill them out by answering truthfully to all but one of the questions. Those. one answer will be wrong, false.

Jumping without a parachute - a psychological game

Number of players: nine
Optional: chair

For this game, four pairs of participants stand on one side of the chair facing each other, arms crossed in the manner recommended when carrying the wounded. Another player, who will be "jumping", becomes his back to them on a chair. He stands on the edge of the chair and falls back like a wax stick. Standing behind with crossed arms 8 people catch him.

The acuity of sensations and the success of the fact that a comrade is caught captures and carries away. The fear that their comrade might hit makes them hold on tightly to each other.

5 steps - psychological game

Number of players: any
Optional: blackboard and chalk or pens and paper

The facilitator invites the group to identify some interesting professional goal, for example, to enter some educational institution, apply for an interesting job, and maybe even accomplish something outstanding at work in the future. This goal, as it was formulated by the group, is written out on the board (or on a piece of paper).

The facilitator invites the group to determine what kind of imaginary person should achieve this goal. Participants must name his main (imaginary) characteristics to the following positions: gender, age (it is desirable that this person be the same age as the players), school performance, financial situation and social status of parents and close people. All this is also briefly written out on the board.

Psychological game to identify the leader

Number of players: any
Extras: no

To do this, the participants are divided into two or three teams equal in number of participants. Each team chooses a name for itself. The host proposes the conditions: "Now the commands will be executed after I command" Start! "The team that completes the task faster and more accurately will be considered the winner." Thus, the spirit of competition is created.

So, the first task. Now each team should say a single word in unison. "Begin!"

In order to complete this task, it is necessary for all team members to somehow agree. It is these functions that a person striving for leadership takes on.

Second task. Here it is necessary that half the team quickly get up without agreeing on anything. "Begin!"

Profit seeking - psychological game for adults

Number of players: any
Extras: no

Participants are divided into 2-3 groups. Each group chooses a profession from among those offered in the course of acquaintance with information professiograms (the profession must be from among those in demand on modern market labor in your city). Further, each group is given the task to present themselves in it, their capabilities, working conditions, workforce, prospects, benefits, etc.

After everyone has imagined who, by whom, where and how they work, the participants are invited to come up with and indicate: what needs (physical, safety, social, selfish, self-actualization) can each participant satisfy in the chosen profession?

Need:

How is it satisfied?

The game involves N Players and the Leader. Players can be both individual experts and entire companies. The number N usually lies in the range of 5-8. A smaller number gives a completely uninteresting game; with a larger number of commands, the versions are difficult to memorize by ear. However, they can be written down. 15 teams participated in the game at the Velikolukskaya Autumn - 99 tournament.

Each team receives a packet of K words. The number K is usually equal to 8 or 10. This is quite enough to put all the Players in their places. It is assumed that these words are unknown to the Players. (We have a gentleman's agreement in the club: A player who knows the meaning of any of the proposed words asks to replace it. Leading, suffering from a lack of words, this will have to be neglected). It is assumed that all words are written in capital letters (so that Players can offer both proper names and common nouns as their own versions). All words are stressed.

For all the proposed words, each Player (secretly from the other Players) writes a definition, trying to make it sound as plausible as possible. Humor when writing versions is welcome, but is not an end in itself. The scientific character of definitions is valuable only if it helps to deceive someone.

The facilitator collects cards with definitions and adds to them correct option. After that, he reads the first word and the resulting N + 1 definitions of this word. At the same time, the Players and the Host are prohibited from commenting on the plausibility of any versions. The first Player chooses the correct definition in his opinion; then the second player does it, then the third and so on. The order of choice is determined by lot. In the case of a small number of Players, the choice of version is made verbally. At the same time, it is forbidden to name your version; this is done in order to introduce an additional element of logic into the game - in this case, it is easier for the Players to calculate the correct version, and at the end of the game, on the last questions, they can choose the correct strategy to keep the leader or try to catch up with the leader. With a large number of teams, all answers must be submitted in writing. However, in this case it is impossible to name your own version.

Then the Host reports the correct answer and determines who cheated whom.

The Leader then moves on to the second word and the cycle repeats. The first choice is now made by the Player who made it second the previous time.

After the last word of the package, the Leader sums up the results. The player gets one point for everyone who "buys" their version. The player receives two points in case of guessing the correct definition. (However, in Igor Safronov's club, the opposite is true - two points are given for each inflated one, and one point is added for a guessed version. The variant is strange, since the calculation of the correct version practically depreciates - while in original version game, both Player talents contribute comparable.)

The winner is the Player with the most points. If two or more people have equal points, the winner is determined by the result of the meetings between themselves, and, if necessary, by the difference in points in these meetings. The honorary title "pump" is awarded to the Player who received the most points for "cheating". The honorary title "balloon" is given to the person who most often chose the wrong versions, that is, who was inflated most often. Sometimes it is the same person - "self-sufficient system".

In conclusion, it is proposed to evaluate some of the real definitions offered at the games in our club. Almost all of these definitions were believed by at least one Player. Let many of them seem completely idiotic. Don't be quick to judge.

1) They are not so different from the true definitions (also played by us):

SEBASTERS - Mordovian embroidered women's footcloths.

BRUSBART - a breed of dog: a cross between a poodle and a pointer.

ADIPOCYR is a soap-like substance that corpses sometimes turn into.

THROAT - according to Dahl, nasty food that comes out of the throat.

NIFO-OTI - ritual dance spear of the Samoan chiefs.

MAGLALATIK - Filipino dance with coconut shell.

Therefore, one has to believe in crazy definitions. In our club, when choosing such a version, the wording is usually used: "Fools should be encouraged!"

2) Many of them were chosen at the end, when, for strategic reasons, it is necessary with a guarantee not to get on the version of the leader.

So enjoy:

MAOTZEDUNOVKA - a Chinese folding bed, something like our light bulb of Ilyich.

LAGRETT - an obituary without mentioning the name of the deceased.

STABURADZE is the surname of an unknown Georgian artist.

ALALA - a cord with tassels at the entrance to the tent of the Mongol Khan, which served as a noose.

VILKOM - the name of the 20s: Vladimir Ilyich Lenin - a communist model for young people.

AMERICAN CAGE - a paradox that proves the impossibility of fair elections.

HO-CHE-TOU is the surname Kurchatov pronounced in Vietnamese.

BUKHMANISM is a game of people's deputies of the USSR according to the newspaper "Foolish Truth".

CAROTID SINUS - the optimal angle of inclination of the outer slope of the rampart.

ANI-ANI - in Tahiti: any number greater than three.

CANELO - successful eradication of seasonal epizootics in ground squirrels.

PADMARAGAYA - analogue of "Oh you, goy be" among the Hindus.

FUSEN-GACHI - "Crazy Albatross" - a nickname given to Krusenstern in Oceania.

ARROW LIGHTNING - a type of comet tail according to Lomonosov's classification.

ORPHISM - getting sexual satisfaction from one's own singing.

DUADASTANON - gladiatorial fight 2 - 2.

QUERULING - evading execution.

GERLYGA - in hippie slang: a girl over 18 years old with a bad temper.

PORCELAIN - the fires of St. Elmo on the cemetery crosses.

KLISMOS is an intravenous laxative.