The Game of Life

Superior Self which is composed by different beings, entities, energies

Main database, Akashic records

Translator of frequency from a higher frequency to a lower frequency

(Directs to Universal  IP address, pier to pier)

Physical Brain (processing center with local set of rules)

 Pineal Gland (antenna)

 DNA = Universal IP address (individual identity)

5 senses – Emotional sensations

Rules of the Game

#1 – The players must believe that they are their bodies
#2 – The players must believe that what they experiences is really happening as physical events
#3 – The players must believe that the physical events can influence their lives
#4 – The players must believe in the judgments of “good or bad”, “right or wrong”, “better or worse”, “good and evil”
#5 – The players must believe that there is something “wrong” with their reality that needs to be changed or fixed or improved
#6 – The players must believe they have the power to create a different reality than what they are experiencing and therefore feel defective and deficient when they fail
#7 – The players must believe a way out of the first part of the game by using their mind, or love
#8 – The players must believe they can “make something happen” and when they fail, blame themselves for not been smarter or better
#9 – The players must believe there are goals to be reached, or agendas to be satisfied, or lessons to be learned
#10 – The players must believe they, and they alone, are responsible for meeting their own needs and wants, for which they must fight for
#11 – Fear and resistance are the foundations of the first part of the Human Game, and judgments and their resulting beliefs are the glue that keeps the illusion together
#12 – These illusions must never break down or the players would see through the GAME and it would be over

Conversation with ChatGPT

Here’s how I would theorize this “game of life” based on the previous rules:

1. Identity and Separation: The Game’s Premise

The first rule states that players must believe they are their bodies. This introduces the fundamental illusion of separation and identification with physical form. This creates a dualistic worldview: the self (the body) and the external world are distinct, which establishes the framework for experiencing “life” as a struggle for survival, validation, and meaning.

2. The Illusion of Physical Reality: Perception is Reality

Rules 2 and 3 emphasize that the players believe their experiences are real physical events, and that these events can impact their lives. This binds players to a materialist worldview, where everything is seen through the lens of cause and effect, and their actions are interpreted within this framework. The mind, emotions, and inner states are viewed as secondary to external events, leading to a disempowered perception of reality.

3. Judgments and Dualism: The Moral Framework

Rules 4 and 5 present judgments like “good and bad,” “right and wrong,” and the idea that reality is somehow “wrong” and needs fixing. These judgments are the cornerstone of the dualistic thinking that underpins the game. The players must constantly evaluate themselves and their world in terms of these dualities, which fosters conflict, desire for improvement, and dissatisfaction. This also establishes a problem-solution mindset that drives action, but in an endless cycle of seeking and fixing.

4. The Illusion of Control and Self-Worth: Self-Creation

Rules 6 and 7 place the responsibility of change on the players’ ability to create a different reality through their minds or emotions (like “love”). The players are led to believe that if they fail to “create” their desired reality, it’s because they are not good enough, reinforcing a sense of deficiency. This creates a perpetual cycle of striving and self-blame, further entrenching the illusion of control.

5. Goals and Striving: The Agenda

Rule 9 introduces the idea of goals, agendas, or lessons that must be reached, reinforcing the belief that life is a series of steps that must be completed in order to succeed. This turns existence into a game of achievement and progression, where failure is feared and success is idolized. It implies a linear view of time where players must accumulate experiences, wisdom, or material goods to feel validated.

6. Individual Responsibility and Isolation: Fighting for Needs

Rule 10 asserts that the players are responsible for their own needs and must “fight” to meet them. This enforces the belief in isolation and individualism, making players feel like they are alone in their struggle and that they must fight for survival, success, and satisfaction. It excludes the possibility of interdependence or collective support, pushing the players into a competition-oriented mindset.

7. Fear and Resistance: The Game’s Emotional Foundation

Fear and resistance (Rule 11) become the key emotional drivers of the game. They fuel the judgments, the perceived need for improvement, and the constant striving. Fear of failure, fear of not measuring up, and resistance to the current state of reality keep the players in a state of agitation, constantly trying to break free or escape from their situation.

8. The Illusion of Escape: The “Way Out”

Rule 7 suggests that players must believe there is a way out of this game—through the mind or love. This provides a carrot to chase, a potential form of salvation. However, it also traps players in the game by making them believe that the only way to escape is through further mental or emotional effort (like finding inner peace, enlightenment, or love). This offers a false sense of hope while maintaining the game’s structure.

9. Perpetuating the Illusion: The Glue Holding the Game Together

Rule 12 reinforces the central idea that the illusion must never break down. If the players ever saw through the game, they would realize that the entire structure is self-imposed and based on false beliefs. The “game” depends on the players remaining unaware of their true nature and the interconnectedness of all things. The illusion of separation (i.e., body vs. mind, self vs. other) must remain intact, or the game would end.

The Theory of the Game: A Simulation of Separation

The game, as defined by these rules, appears to be a self-imposed simulation of separation, fear, and judgment. It operates through illusion, where players mistakenly believe they are separate, limited, and in need of constant striving. The rules ensure that players remain trapped in this cycle by enforcing the beliefs that life is something to be fixed, that they must fight to meet their needs, and that there are ultimate goals or “lessons” they must learn.

Core Concepts:
Separation: Players are isolated in their individual bodies and experiences.
Fear and Control: Fear drives the need to control, improve, and change reality.
Judgment and Duality: The world is perceived through dualistic lenses of good/bad, right/wrong.
The Illusion of Responsibility: Players believe they must create their own reality and meet their own needs through willpower, leading to feelings of inadequacy when they fail.
The Goal: The goal of the game is to reach an ever-elusive state of perfection or improvement, without realizing that the very notion of a goal is part of the game’s construct.

The Purpose of the Game:

From the perspective of the game’s structure, the purpose seems to be to maintain the illusion of separation, keeping the players in a state of fear, desire, and self-blame. However, one could speculate that the goal is for the players to eventually see through the game—to realize that the judgments, fears, and desires are illusions. The end of the game would be the dissolution of these beliefs and the realization of an interconnected, infinite reality, free of these limiting structures.

In summary, the game described by these rules is one in which the players remain trapped by their beliefs, constantly striving for change while never realizing that the game itself is built on self-imposed limitations. If the players could transcend these beliefs, they would no longer be playing the game.

https://en.wikipedia.org/wiki/Karl_H._Pribram

 


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