Human Emotions Incorporated: providing

tools to culture Emtional Wisdom, Student Succes and Balance in Life

The EQD psycho-educational games: an overview

The EQD deck of cards is accompanied by the EQD Re-Creational Guidelines. These guidelines include the full set of instructions on the use of the EQD to measure and record emotional life patterns and to calculate emotional stress balance. Guidelines are also provided on how to play the EQD games. These self-help games draw upon many principles from psychology and education. In the EQD games, the players are provided "rules of the game" which stimulate the development of emotional intelligence and wisdom. The purpose of the games is to provide low-cost and effective way of strengthening emotional well-being and growth for individuals, families, friends, coworkers and organizations. The games are fun, easy to learn and rewarding on many levels. A brief overview of the games follows. Click on "News, Artciles and Seminars" in bottom left menu panel to then go to: EQD Re-creational Games for game rules and procedures.

"Reflections," engages the player in a process of review and reflection on the pattern, causes and dynamics to his or her emotional life. The player sorts through 52 distinct emotional experiences. Reflection heightens conscious awareness; it facilitates choice and cultivation through the repeated measures and feedback on one''''''''s efficacy in emotional self-regulation & life management.

In "Pair-O-Dimes," the player with the best poker hand wins half the pot; the person with the best hand of emotion cards wins half the pot. In this game, players talk about emotions, values are clarified, and through the rules of the game positive interactions and social support are strengthened. Players also discuss the paradigm of competition (winners and losers) vs. cooperation.

With "In Sight Connections," the players take turn self-disclosing and relating to one another in terms of the emotional hand they were dealt. Active listening, expression of feelings, learning, empathy and support are strengthened. The symbolic group winner gets to choose one of four psychological rewards that can be immediately conferred by the other players. Social support, good communication and self-expression are fostered.

"Synchronicity" is a game of chance. Players draw cards from the deck. The first whose hand is in "synch" with how he or she has been really feeling calls out "synch." The player then tells the story behind the cards.

"Hard Knocks" can be played with any of the traditional card games, such as with bridge, whist, hearts, cribbage, etc. If the player wants to talk about one of the emotion card, he or she knocks on the table to suspend the usual play.

"Brenda''''''''s Game" is a more advanced game that builds upon the understanding players develop of one another through the other EQD games. Players may sense and feel that there may be something more going on with one of their EQD teammates: perhaps some significant experience, some interesting insight, or some emotional dilemma yet to be resolved. Teammates may then request one of their members to explore, to go deeper and to give expression to the emotional complexes of life.

"Messenger Emotions Allowed" encourages the players to take turns in expressing the sometimes obvious and sometimes hidden message contained with emotions. Based on the "messenger theory" of emotions, the purpose of this game is to create a situation in which the players reflect upon and discuss what is experienced and what is understood about human emotions, their kind, nature, message and significance. Emotions are not just feelings that we sometimes feel. Rather, emotions evolved to serve a communicative function, to amplify something important about our situation, or about ourselves, and to move us to appropriate action. As Michele Obama once said, "It is better to listen to our hopes and not just to our fears." In listening to our emotions, we listen for the message contained within, like a message within a bottle.