here, the Victim in his model is not intended to represent an actual victim, but rather someone feeling or acting like one. He first published his theory in an article entitled "Fairy Tales and Script Drama Analysis". His article, in part, examined the fairy tale "Little Red Riding Hood" to illustrate its points. Karpman was, at the time, a recent graduate of Duke University School of Medicine and was doing post post-graduate studies under Berne. Berne, who founded the field transactional analysis, encouraged Karpman to publish what Berne referred to as "Karpman's triangle". Karpman's article was published in 1968. In 1972, Karpman received the Eric Berne Memorial Scientific Award for the work. Transactional analysis Eric Berne, a Canadian-born psychiatrist, created the theory of transactional analysis, in the middle of the 20th century, as a way of explaining human behavior. Berne's theory of transactional analysis was based on the ideas of Freud but was distinctly different. Freudian psychotherapists focused on talk therapy as a way of gaining insight to their patients' personalities. Berne believed that insight could be better discovered by analyzing patients’ social transactions. Games in transactional analysis refers to a series of transactions that is complementary (reciprocal), ulterior, and proceeds towards a predictable outcome. In this context, the Karpman Drama Triangle is a "game". Games are often characterized by a switch in roles of players towards the end. The number of players may vary. Games in this sense are devices used (often unconsciously) by people to create a circumstance where they can justifiably feel certain resulting feelings (such as anger or superiority) or justifiably take or avoid taking certain actions where their own inner wishes differ from societal expectations. They are always a substitute for a more genuine and full adult emotion and response which would be more appropriate. Three quantitative variables are often useful to consider for games: Flexibility: "The ability of the players to change the currency of the game (that is, the tools they use to play it). 'Some games...can be played properly with only one kind of currency, while others, such as exhibitionistic games, are more flexible", so that players may shift from words, to money, to parts of the body. Tenacity: "Some people give up their games easily, others are more persistent", referring to the way people stick to their games and their resistance to breaking with them. Intensity: "Some people play their games