Minute To Win It Top 20 Countdown #5 – PINK ELEPHANT March 25, 2013 I love this game because it’s extremely unique, creative, fun and simple (a theme that’s been running through our list). Dec 21, 2020 Pink Elephant Games and Hobby is at 5120 E. Central near Angelo’s. “I’ve been playing collectible card games in Wichita for 20 years now,” said Schweer, who teaches engineering. PINK ELEPHANT is an adults only drinking game which is, I quote, 'Not intended for use with alcoholic beverages'! From the box: 'Now you can get your parties really buzzing with this outrageous drinking game for 2-6 "sober" adult girls and boys.

  1. Pink Elephant Game
  2. Talking Pink Elephant Game
  3. Pink Elephant Game With Slinky
  4. Pink Elephant Game Drinking Game

A White Elephant Gift Exchange is a popular Christmas event where people vie to walk away with the best present. It also goes by Yankee Swap, Dirty Santa, and a plethora of other names. The White Elephant game is played by a lot of different rulesets – some dead simple and others confusingly elaborate. Here are the basic rules: 1. Aug 08, 2009 This Is The Only Level, a free online Puzzle & Skill game brought to you by Armor Games. The elephant forgot the rest of the levels, but luckily he still has one left! Help him beat it in all his metagaming glory. Use your keen knowledge of gaming and dexterity to manhandle your way through a variety of challenges. Get your mind out of the box for once! Take it outside for a walk, or maybe.

A White Elephant Gift Exchange is a popular Christmas event where people vie to walk away with the best present. It also goes by Yankee Swap, Dirty Santa, and a plethora of other names. The White Elephant game is played by a lot of different rulesets – some dead simple and others confusingly elaborate. Here are the basic rules:

1. Each player brings one wrapped gift to contribute to a common pool

The gift exchange organizer should provide information on what type of gift people should bring.

2. Players draw numbers to determine what order they will go in

Alternatively, someone can draw names from a hat, or the order can be set by the organizer prior to the event.

3. Players sit in a circle or line where they can see the gift pile

To make things easier, everyone should sit in the order in which they will take their turns.

4. The first player selects a gift from the pool and opens it

Make sure everyone can see the gift!

5. The following players can choose to either pick an unwrapped gift from the pool or steal a previous player’s gift. Anyone who gets their gift stolen in this way can do the same – choose a new gift or steal from someone else.

To keep things moving along, there are a couple of limits on gift swapping:

  • A present can only be stolen once per turn, which means players who have a gift stolen from them have to wait to get it back.
  • After three swaps, the turn automatically comes to an end (otherwise things could drag on for a long time).
  • See “Popular Variations” below for other possible twists.

6. After all players have had a turn, the first player gets a chance to swap the gift he or she is holding for any other opened gift. Anyone whose gift is stolen may steal from someone else (as long as that person hasn’t been stolen from yet). When someone declines to steal a gift, the game comes to an end.

Note that for this last “extra” turn, the three-swap rule doesn’t apply. Players can keep swapping until someone decides to stand pat, or there are no other eligible people to steal from.

Popular Variations

While the above rules are as close to the “vanilla” version of the game as you can get, there’s really no right or wrong way to play. Over the years, many new ideas have been incorporated into the gift swap game, with the aim of keeping the game moving and/or making it more strategic. Here are some rules tweaks many people use:

Three Swaps and You’re Out. If you get stolen from three times during the game, you are out of the game and can no longer be stolen from.

Three Swaps and the Gift is Out. If a present gets stolen three times, it’s out of the game and the person who holds it gets to walk away with it.

No Extra Turn/No Extra Swapping. Some people don’t allow the first player to swap at the end. Or, if they do, the first person simply gets to swap once with no additional swapping allowed.

Poem/Story. Instead of following the same set of rules each turn, players follow instructions given to them through a Christmas-themed poem or story. One type of White Elephant story tells players to pass their gift left or right until the end, when they get to keep whatever item they’re holding.

Gift Themes. The organizer may require people to bring a gift that fits a certain theme. The most common one is a re-gift (i.e., an unwanted item that people have lying around the house). However, the theme could be anything – ornaments, coffee table books, candy, do-it-yourself crafts, etc.

What Makes the Best White Elephant Gift?

There are lots of different approaches to buying a White Elephant Gift. As long as you’re following the price suggestion (typically around $20) and any “special” instructions by the organizer, you can’t really go wrong. That said, here are some characteristics to look for when looking for a gift to bring to your White Elephant Gift Exchange party:

Funny. Funny gifts make the biggest splash at the party, but aren’t always the most desirable items for swapping.

Weird. Weird artwork and gadgets are also popular at Christmas gift swaps, and are often highly sought after.

Nice. There’s nothing wrong with buying a genuinely nice gift, especially since it has the potential to fuel a lot of competition during the game.

In short, there’s a place for all sorts of different items in a gift exchange. But if there’s one quality that all gifts should have, it’s that they should be interesting. For more ideas, check out my list of great White Elephant gifts.

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Roberta Jeeves is author of the book White Elephant Gift Exchange: Rules, Themes, and Ideas for Hosting a Perfect Holiday Gift Swap. You can buy or borrow it at Amazon.com.
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Ironic process theory, ironic rebound, or the white bear problem refers to the psychological process whereby deliberate attempts to suppress certain thoughts make them more likely to surface.[1][2] An example is how when someone is actively trying not to think of a white bear they may actually be more likely to imagine one.

'Try to pose for yourself this task: not to think of a polar bear, and you will see that the cursed thing will come to mind every minute.'
— Fyodor Dostoevsky, Winter Notes on Summer Impressions, 1863[3]

The phenomenon was identified through thought suppression studies in experimental psychology. Social psychologist Daniel Wegner first studied ironic process theory in a laboratory setting in 1987. Ironic mental processes have been shown in a variety of situations, where they are usually created or worsened by stress. In extreme cases, ironic mental processes result in intrusive thoughts about doing something immoral or out of character, which can be troubling to the individual. These findings have since guided clinical practice. For example, they show why it would be unproductive to try to suppress anxiety-producing or depressing thoughts.[4]

Examples[edit]

Memorization and mnemonics[edit]

Although in certain domains, such as memorization, it appears that ironic effects of attempting to remember vary with the level of mental control over mnemonic processing and may simply be due to ineffective mental strategies.[5][clarification needed]

Game

'Intentional memory processes and their associated mnemonic strategies can be viewed as one form of mental control',[6] When we attempt to exert influence over our memories we engage in mental control in the form of mnemonics our faculties of memory'.[7] because 'mental control occurs when people suppress a thought, concentrate on a sensation, inhibit an emotion, maintain a mood, stir up a desire, squelch a craving, or otherwise exert influence on their own mental states'.[8]

Experience sampling[edit]

The experience sampling or daily diary method is one way that psychologists attempt to scientifically measure thoughts. This involves 'interrupting people as they go about their daily lives and asking them to record the thoughts they are having right at that moment, in that place', often by using 'clickers'.[2]

One research team at Ohio State University tried to figure out how often people think about sex by using so-called 'clickers', asking the 283 college students to click each time they thought about sex, food, or sleep (there were three groups of students). The study found that on average men had 19 thoughts about sex per day (the highest being 388 times per day) whereas women thought about sex ten times per day.[9] Among the study's flaws were that the researchers had not taken ironic process theory into their experimental design—students 'were given a clicker by the researchers and asked to record when they thought about sex (or food or sleep). Imagine them walking away from the psychology department, holding the clicker in their hand, trying hard not to think about sex all the time, yet also trying hard to remember to press the clicker every time they did think about it.'[2]

Mechanisms[edit]

Ironic process theory proposed two opposing mechanisms (a dual process theory). First, monitoring processes unconsciously and automatically monitor for occurrences of the unwanted thought, calling upon the second—conscious operating processes—if the thought occurs. This theory explains the effects of increased cognitive load by emphasizing that where there is cognitive effort, the monitoring process may supplant the conscious process, also suggesting that in order for thought suppression to be effective, a balance between the two processes must exist, with the cognitive demand not being so great as to let the monitoring process interrupt the conscious processes.[10] A 2006 study found that individual differences may be able to account for differences.[11][vague]

Cognitive overload inhibits successful activation of operating processes. Such overload has been shown to occur experimentally, when individuals attempt to aggressively suppress intrusive thoughts by distracting themselves—either by focusing on different environmental objects, or thinking of anything but the thought in question. (Overload is also believed to occur in daily life as a result of mental pressures, anxieties, stresses, and so forth). The monitoring process, serving to alert the individual to an unwanted thought about to become salient and intrude on his or her consciousness, continues to find instances of the unwanted thought creating a state of hyper-accessibility unchecked by controlled cognitive processes.[12] Research has also shown that individuals do have a capacity to successfully suppress thoughts by focusing on specifically prepared distractions or objects—a process in thought suppression experiments sometimes referred to as 'focused distraction'.[10]

In popular culture[edit]

Similar ideas appear throughout popular culture and sayings, often with variations on animal and color, such as 'It's as hard as trying not to think of a pink rhinoceros.'[13]

Pink Elephant Game

Ironic process theory is also the basis for the mind game known as 'The Game', which constitutes trying not to think about the Game.

At the end of the 1984 movie Ghostbusters, the characters are asked to think of a form for the coming of Gozer. They instruct each other not to think of anything which sees. One of the team, Ray, thinking of what he considers to be an innocuous thought of the Stay Puft Marshmallow Man, who then terrorizes them.

In an episode of Buzz Lightyear of Star Command, Mira uses Ironic Process Theory to outsmart the Emperor Zerg, who has stolen her mind reading powers.

Talking Pink Elephant Game

The idea figures heavily into the episode 'White Bear' of British television series Black Mirror.

See also[edit]

Pink Elephant Game With Slinky

References[edit]

  1. ^Daniel M. Wegner; David J. Schneider (2003). 'The White Bear Story'. Psychological Inquiry. 14 (3/4): 326–329. doi:10.1207/s15327965pli1403&4_24. JSTOR1449696.
  2. ^ abcStafford, Tom (18 June 2014). 'How often do men really think about sex?'. bbc.com. British Broadcasting Corporation.
  3. ^'Suppressing the 'white bears''. apa.org. American Psychological Association. Retrieved 20 March 2015.
  4. ^Wegner, Daniel M. (1989). White Bears and Other Unwanted Thoughts: Suppression, Obsession, and the Psychology of Mental Control. Viking Adult. ISBN978-0670825226.
  5. ^Griffith, J. D.; Hart, C. L. & Randell, J. A. (2007), 'Ironic Effects of Attempting to Remember', North American Journal of Psychology (1–2), ISSN1527-7143
  6. ^John F. Kihlstrom; Terrence M. Barnhardt (1993). 'The Self-Regulation of Memory: For Better and For Worse, With and Without Hypnosis'. In Wegner, Daniel M.; Pennebaker, James W. (eds.). Handbook of Mental Control.
  7. ^Wegner, Daniel M. (1994), 'Ironic Processes of Mental Control', Psychological Review, 101 (1): 34–52, doi:10.1037/0033-295X.101.1.34, PMID8121959.
  8. ^Wegner, Daniel M.; Pennebaker, James W., eds. (1992). Handbook of Mental Control. Englewood Cliffs, NJ: Prentice-Hall Century Psychology Series. p. 1. ISBN978-0133792805.
  9. ^Terri D. Fisher; Zachary T. Moore; Mary-Jo Pittenger (2012). 'Sex on the Brain?: An Examination of Frequency of Sexual Cognitions as a Function of Gender, Erotophilia, and Social Desirability'. Journal of Sex Research. 49 (1): 69–77. doi:10.1080/00224499.2011.565429.
  10. ^ abWegner, Daniel M.; Schneider, David J.; Carter, Samuel R. & White, Teri L. (1987). 'Paradoxical effects of thought suppression'. Journal of Personality and Social Psychology. 53 (1): 5–13. doi:10.1037/0022-3514.53.1.5. PMID3612492.
  11. ^Geraerts, E.; Merckelbach, H.; Jelicic, M. & Smeets, E. (2006), 'Long term consequences of suppression of intrusive anxious thoughts and repressive coping', Behaviour Research and Therapy, 44 (10): 1451–1460, doi:10.1016/j.brat.2005.11.001
  12. ^Aronson, Elliot; Wilson, Timothy D.; Akert, Robin M. (2007), Social Psychology (6th ed.), Upper Saddle River, NJ: Pearson Education, ISBN0-13-233487-9.
  13. ^Sutton, Jill (9 March 2009). 'A Fascination with Fire Is Elementary'. WAtoday. Retrieved 2009-03-26.

Pink Elephant Game Drinking Game

Further reading[edit]

  • Baer, Lee (2001). The Imp of the Mind: Exploring the Silent Epidemic of Obsessive Bad Thoughts. New York: Dutton. ISBN0-525-94562-8.
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