Problem Gambling
Problem Gambling
People sometimes call problem gambling ludomania. Problem gambling is an urge to gamble despite harmful negative consequences or personal desire to stop. Problem gambling often means that the gambler hurts other people. Severe problem gambling is clinical pathological gambling if the gambler meets certain criteria. Although the term gambling addiction is common in the recovery movement, pathological gambling is an impulse control disorder and is therefore not an addiction according to the American Psychological Association.
A study by the United Kingdom Gambling Commission, called the British Gambling Prevalence Survey 2007, found that approximately 0.6% of the adult population had problem gambling issues, the same percentage as in 1999. The highest prevalence of problem gambling is amongst those who participated in spread betting 14.7%, fixed odds betting terminals 11.2% and betting exchanges 9.8%.
Research by governments in Australia led to a universal definition of problem gambling, which appears to be the only research based definition not to use diagnostic criteria. Problem gambling involves many difficulties in limiting money and/or time spent on gambling which leads to adverse consequences for the gambler, others or for the community. Most other definitions of problem gambling can usually be simplified to any gambling that causes harm to the gambler or someone else in any way. However, these definitions are usually coupled with descriptions of the type of harm or the use of diagnostic criteria. According to DSM-IV, pathological gambling is separate from a manic episode. When the gambling occurs independent of other impulsive, mood or thought disorders is becomes its own diagnosis.
Available research seems to indicate that problem gambling is an internal tendency and that problem gamblers will tend to risk money on whatever game may be available, rather than a particular game being available. However, research also indicates that problem gamblers tend to risk money on fast paced games. A problem gambler is much more likely to lose a lot of money on roulette or slot machines, where rounds end quickly and there is a constant temptation to play again or increase bets, as opposed to a state lottery where the gambler must wait until the next drawing to see results.
Most treatment for problem gambling involves counseling, programs with steps to recover, self help, peer support, medication or a combination of these. However, no one treatment is most efficacious and the United States Food and Drug Administration has not approved medications for the treatment of pathological gambling.
Cognitive behavioral therapy helps reduce symptoms and urges related to gambling. This type of therapy focuses on the identification of the thought processes, mood and cognitive distortions that increase the vulnerability of the gambler. Additionally, cognitive behavioral therapy approaches frequently utilize techniques that build skills geared toward relapse prevention and assertiveness.
Hands for Poker
Best Poker Hands
Royal Flush: An Ace, King, Queen, Jack and Ten in the same suit.
In the event of a tie:
Two or more Royal Flushes
split the poker pot.
Straight Flush: Five cards in sequence, of the same suit.
In the event of a tie:
Highest rank at the
top of the sequence wins.
Four of a Kind: Four cards of the same rank, and one side card.
In the event of a tie:
Highest four of a kind wins.
In community card games where players have the same four of a kind, the highest
fifth side card ("kicker") wins.
Full House: Three cards of the same rank, and two cards of a different, matching
rank.
In the event of a tie:
Highest three matching cards wins the pot. In community poker card games where players
have the same three matching cards, the highest value of the two matching cards
wins.
Flush: Five cards of the same suit.
In the event of a tie:
The poker player holding the highest ranked card wins. If necessary, the
second-highest, third-highest, fourth-highest, and fifth-highest cards can be
used to break the tie.
Straight: Five cards in sequence.
In the event of a tie:
Highest ranking card at the top of the sequence wins.
Note: The Ace may be used at the top or bottom of the sequence, and is the only
card in poker which can act in this manner.
Three of a Kind: Three cards of the same rank, and two unrelated side cards.
In the event of a tie:
Highest ranking three of a kind wins. In community card games where players have
the same three of a kind, the highest side card, and if necessary, the
second-highest side card wins.
Two Pair: Two cards of a matching rank, another two cards of a different
matching rank, and one side card.
In the event of a tie:
Highest pair wins. If players have the same highest pair, highest second pair
wins. If both players have identical pairs, highest side card wins.
One Pair: Two cards of a matching rank, and three unrelated side cards.
In the event of a tie:
Highest pair wins. If poker players have the same pair, the highest side card wins,
and if necessary, the second-highest and third-highest side card can be used to
break the tie.
High Card: Any hand that does not qualify under a category listed above
In the event of a tie:
Highest card wins, and if necessary, the second-highest, third-highest,
fourth-highest and smallest card can be used to break the tie.
Poker Chinese
Chinese 13 Card Poker
Chinese Poker is played with a standard 52-card
deck. Up to four players can play.
Each poker player receives 13 cards, face down, one at a time, in rotation. A hand is
dealt to all four positions even if vacant. The hand must be arranged with three
cards in front, five cards in the middle, and five cards in the back, where the
back hand should rank higher or equal to the middle hand, and the middle hand
should rank higher than the front hand. Standard poker rankings apply. Straights
and flushes do not count in the front hand except in the event of an automatic
win.
Scores are kept by points. Each part of the hand is assigned one point. Each
point is given a monetary value for each game.
Hands are then compared with each player, one at a time. The poker player with the
higher ranking hand in the front segment wins one point. The player with the
higher ranking middle hand wins one point. The player with the higher ranking
back hand wins one point.
If two out of three of the players' hands ranks higher than an opponent's hand,
the first player wins two points. For example, the player would win two points,
minus one point (the one an opponent won) plus one point for a majority of
segments win, thereby, winning two points total.
If all three parts of the player's hand ranks higher than the opponent's hand,
the winner gets four points. (The player wins three points (net win), one point
for winning each of the three hands minus zero points (the opponent didn't win
any) plus one point for the majority of hands won, totaling four points.)
Automatic Win
There are also hands known as an "automatic win" and the player may declare the win by placing the stack of cards down on the table. However, the player must declare the automatic win before the hands are opened, otherwise the hands will play the way the player sets. The automatic win hands are as follows:
- The Dragon Hand: Ace through King of any suit. This hand beats all other automatic win hands.
- Any 13-card hand that has six pairs. Note that four-of-a-kind can be counted as two pairs.
- Any 13-card hand that has suited cards in all three parts.
- Any 13-card hand that has straights in all three parts.
A Straight Flush can be used as a Straight or a Flush for bonus hands.
Improperly Set Hands
A hand is set improperly if: Any part of the three segment hands has the wrong number of cards; or, any part of the three segment hands are set out of ranking order. Any player that sets his or her hand improperly must pay four points to all of the other players.
Eastern, Western and Mandarin Bonus Points Variations
Eastern Version point awarding Variation: The play of
the poker game is the same as 13 Card Poker. In addition to the basic point system as
in 13 Card Poker, bonus systems of awarding points is used for making certain
hands in the front, middle and back positions. In addition to the basic point
system, points can be earned on bonus hands as follows: (a) Bonus point hands in
the back: (1) straight flush-five (5) points; (2) Four of a kind- four (4)
points. (b) Bonus point hand in the middle: (1) straight flush - then (10)
points; (2) Four of a kind - eight (8) points; (3) Full house - two (2) points.
(c) Bonus point hands in the front: (1) Three of a kind - three (3) points. If a
player wins two out of three hands, the player is awarded two points for their
winning hands and loses one point to his opponent for a total of one point from
that opponent. When a bonus hand is involved, the winning hand earns only the
bonus hand points.
Western Version point awarding Variation: The play of the poker game is the
same as 13 Card Poker. In addition to the basic point system, this point system
awards one additional point to the poker player who wins the majority of hands. If a
player beats his opponent two out of three hands, they receive a total of two
points for their winning hands.
Mandarin Version point awarding Variation: The play of the game is the
same as 13 Card Poker with opportunities to earn extra points. A player earns
one point for each winning hand as in 13 Card Poker. Three of a kind in the
front hand triples the point value. A bonus can be received which awards
additional points for making certain hands in the front, middle and back
positions. If a bonus hand is present, the points for that bonus hand are then
added on. Two special bonus situations can occur, the "shot" and the "home run."
A "shot" situation occurs when a player wins all three hands against an
opponent. The regular point value for each hand is doubles and added to the
total. A "home run" situation occurs, only in a four-handed game, when a player
wins all three hands on the showdown against all three of their opponents. The
regular point value for each hand is tripled and added to the total.
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