SynchroniCity IS: 1) Concept; 2) Interpretive Principle; 3) Methodology

    Coincidence Game

    The four corners are the four variants which are the categories of SynchroniCity.

    The four little colored circles at the bottom middle are the Four EMPs of SynchroniCity.  

    The cross-hairs at the Center of Synchronicity is a specified Space - Time.  

    The Bigger Circle  is the placeholder for a designated "Observer's field," at the "center of SynchroniCity"

    The Four Functions inside the "Observer Circle" are Sense Intuition Feeling Thinking (SIFT)  but it can be FITS.

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    Now that the graphic model is presented with the components, here are the "Rules of the Game."

     

    The "PLAYER(s)" substitute with their own charms, tokens, figurines, icons, chips, etc, instead of the stationary little colored circles.   For example, if they want to represent the form MATTER with an instance of a person appearing unto the field of presentation (the whole board or screen), they might want a little figure shaped like a person.  

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    Any "disturbance" in any of the forms or formless can be represented, including the invisible thoughts.  For example, if someone is thinking about something or someone the player(s) can represent the occurence with a substitute for the little golden circle.    If the same thing appears in another form, they can place it on the board (ON THE LEFT SIDE OF THE VERTICAL LINE of the cross hairs).  These are the a priori empirical facts, if we can accept the representation of the player(s). 

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    When the same thing in the different forms/formless happen "at the same time" and "inside the field of perception," the constellated cluster placed by the player(s) would have an arrangement similar to the upper right corner (CAT I).   This would be a Category I synchronicity.

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    CAT  II is "at the same time" but a player representing the objects in the narrative would place the Blue Chip "outside the observer's field of perception."

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    CAT III is when a player represents a dream and the "same thing" appears in an external event "later on."  

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    CAT IV  requires no "PSYCHE."    A few Blue Chips or substitutes for say the same number or name would be placed on board in the series. 

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    The method offers curious and interested player(s) both professionals and lay people having fun, to categorize any narrative about synchronistic events and experiences, trivial thru profound, easy to complex.    

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    The Player has suceeded in performing the first criteria of the "Coincidence Game."  That alone is good enough to start busting "coincidences."

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    But there is more.  On the right side of the vertical line (psychology) is where we start to represent "a posteriori," what we get to regard about the facts AFTER they occured and represented.

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    So, if we took Jung's scarab example for the Category One, we should be able to recognize why the  upper right hand corner, makes sense.  Jung happend to "AMPLIFY" even "MAGNIFY"  the scarab incident.  

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    In short,  A patient had dreamed she was on a beach when a figure that turned out to be a king approached and in his outstretched arm offered her a gold scarab jewel in his open palm.    As she was retelling this dream, the designated observer, Dr. Carl Jung, heard a knock at the window, and let in what turned out to be the closest analogy in the form of real matter, a gold scarabeid beetle, caught it in mid air and offered it to the woman patient, "Here is your gold scarab."  She freaked but it was enough to pin prick here stubborn rationale which helped her therapy.     

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    If we represent the "AMPLIFICATION" in this case from Jung's analysis, it would be "REBIRTH."  The "magnification" would discuss the Egyptian symbology with  further detail.  A golden chip would be placed on the right side (psychology) to represent the Psyche in the intuition or thinking function ("a posteriori").

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    This should wrap it up for the first lesson.  Remember,... the FACTs in any form/formless are represented on the LEFT (physics) and on the RIGHT (psychology), the "amplifications."   

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    Oh, you can COUNT the "copies" and each should be represented.  That means, if for example, someone is thinking about something and that thing or person appears, there were "TWO" in the set.   This would give it a POWER OF TWO.    The scarab case example when we place a mandala in the center to represent the designated observer, Jung, can now be seen as a CAT I  KAM Two.    KAM stands for Kammerer, who was the first scientist to study "coincidences."   

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    Paul Kammerer, a Biologist was a controversial figure.  Unfortunately he had committed suicide after one of his students rigged a test to make Kammerer look good.  The scandal pushed the Biologist to despair.  His 1919 book, "Das Gesetz Der Serie" (Law of Series and/or "when it rains it pours") has 100 accounts describing similar numbers and names coming in a series.  But because he did not explore the psychological dimension, the critics objected to the lack of psychological value (individuation).  Even Jung criticized Kammerer on one side, but on the other, emphasized that his work contributed to the study.   Moreso,  Kammerer's accounts meet Jung's definition of the fourth category.   It was Kammerer who assigned a "POWER" for each occurence.  

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    Again, the scarab case, we should be able to visualize or have a graphic placement to depict not only of Jung's mental processes (psyche) of the dream and the scarab (matter) with the information in the narrative as a CATI KAM Two AMP 1+.

     

    Technically, we will always have a nagging AMP.  "Chance happenings" reminds  us that when it comes to the dummy looking probability curve, to "Look how many times it did not happen.  Look elsewhere."   This might serve as an "explanation" good enough for statisticians and actuaries, but not for investigators.   Automatically, we must, for every case of synchronicity put in this one AMP.   Thus,  we graduate with the Jung's scarab case as a CAT I  KAM TWO  AMP 2+  MAGs 

     

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