![]() ![]() Common methods include saying "The Game" out loud or writing about The Game on a hidden note, in graffiti in public places, or on banknotes. Strategies focus on making others lose The Game. After a player has announced a loss, or after one thinks of The Game, some variants allow for a grace period between three seconds to thirty minutes to forget about the game, during which the player cannot lose the game again. According to some interpretations, one does not lose when someone else announces their loss, although the second rule implies that one loses regardless of what made them think about The Game. If someone says "What is The Game?" before understanding the rules, whether they have lost is up for interpretation. If one discusses The Game without realizing that they have lost, this may or may not constitute a loss. ![]() The definition of "thinking about The Game" is not always clear. Some people may have ways to remind others of The Game. This can be verbally, with a phrase such as "I just lost The Game", or in any other way: for example, via Facebook or other social media. Whenever one thinks about The Game, one loses.(This is alternatively expressed as, "Everybody in the world who knows about The Game is playing The Game" or "You are always playing The Game.") A person cannot refuse to play The Game it does not require consent to play and one can never stop playing. Everyone in the world is playing The Game.There are three commonly reported rules to The Game: GameplayĪ woman holding up a sign reading "You Lose The Game" The Game is most commonly spread through the internet, such as via Facebook or Twitter, or by word of mouth. The first known reference to The Game is a blog post from 2002 - the author states that they "found out about it online about 6 months ago". The creators of "", a website which aims to catalogue information relating to the phenomenon, have received messages from multiple former members of the CUSFS commenting on the similarity between the Finchley Central variant and the modern Game. How this became simplified into The Game is unknown one hypothesis is that once it spread outside the Greater London area, among people who are less familiar with London stations, it morphed into its self-referential form. The game in this form demonstrates ironic processing, in which attempts to suppress or avoid certain thoughts make those thoughts more common or persistent than they would be at random. ![]() While the original version of Finchley Central involves taking turns to name stations, in 1976 some members of the Cambridge University Science Fiction Society (CUSFS) developed a variant where the first person to think of the titular station loses. The most common hypothesis as is that The Game derives from another mental game, Finchley Central. Tactics have been developed to increase the number of people who are aware of The Game, and thereby increase the number of losses. ![]() Depending on the variation, it is held that the whole world, or all those who are aware of the game, are playing it at all times. It is impossible to win most versions of The Game. Thinking about The Game constitutes a loss, which must be announced each time it occurs. The Game is a mind game in which the objective is to avoid thinking about The Game itself. A player announces her loss of The Game at San Diego Comic-Con International in July 2008 ![]()
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