Games Of Chance
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Games Of Chance
A game of chance is in contrast with a game of skill. It is a game whose outcome is strongly influenced by some randomizing device. Common devices used include dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from a container. A game of chance may be played as gambling if players wage money or anything of monetary value. Alternatively, a game of skill is one in which the outcome is determined mainly by mental or physical skill, rather than chance. While a game of chance may have some skill element to it, chance generally plays a greater role in determining its outcome. A game of skill may also may have elements of chance, but skill plays a greater role in determining its outcome. Gambling is known in nearly all human societies, even though many have passed laws restricting it. Early people used the knucklebones of sheep as dice. Some people develop a psychological addiction to gambling, and will risk even food and shelter to continue. Some ...
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Playing Roulette, Las Vegas, Nevada (74663)
Play is a range of intrinsically motivated activities done for recreational pleasure and enjoyment. Play is commonly associated with children and juvenile-level activities, but may be engaged in at any life stage, and among other higher-functioning animals as well, most notably mammals and birds. Many prominent researchers in the field of psychology, including Melanie Klein, Jean Piaget, William James, Sigmund Freud, Carl Jung and Lev Vygotsky have erroneously viewed play as confined to the human species, believing play was important for human development and using different research methods to prove their theories. Play is often interpreted as frivolous; yet the player can be intently focused on their objective, particularly when play is structured and goal-oriented, as in a game. Accordingly, play can range from relaxed, free-spirited and spontaneous through frivolous to planned or even compulsive. Play is not just a pastime activity; it has the potential to serve as an impor ...
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Blackjack
Blackjack (formerly Black Jack and Vingt-Un) is a casino banking game. The most widely played casino banking game in the world, it uses decks of 52 cards and descends from a global family of casino banking games known as Twenty-One. This family of card games also includes the British game of Pontoon, the European game, Vingt-et-Un and the Russian game Ochko. Blackjack players do not compete against each other. The game is a comparing card game where each player competes against the dealer. History Blackjack's immediate precursor was the English version of '' twenty-one'' called ''Vingt-Un'', a game of unknown (but likely Spanish) provenance. The first written reference is found in a book by the Spanish author Miguel de Cervantes. Cervantes was a gambler, and the protagonists of his " Rinconete y Cortadillo", from ''Novelas Ejemplares'', are card cheats in Seville. They are proficient at cheating at ''veintiuna'' (Spanish for "twenty-one") and state that the object of the gam ...
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Gambler's Ruin
The gambler's ruin is a concept in statistics. It is most commonly expressed as follows: A gambler playing a game with negative expected value will eventually go broke, regardless of their betting system. The concept was initially stated: A persistent gambler who raises his or her bet to a fixed fraction of the gambler's bankroll after a win, but does not reduce it after a loss, will eventually and inevitably go broke, even if each bet has a positive expected value. Another statement of the concept is that a persistent gambler with finite wealth, playing a fair game (that is, each bet has expected value of zero to both sides) will eventually and inevitably go broke against an opponent with infinite wealth. Such a situation can be modeled by a random walk on the real number line. In that context, it is probable that the gambler will, with virtual certainty, return to his or her point of origin, which means going broke, and is ruined an infinite number of times if the random walk co ...
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Game Of Skill
A game of skill or game of wits is a game where the outcome is determined mainly by mental or physical skill, rather than chance. Alternatively, a game of chance is one where its outcome is strongly influenced by some randomizing device, such as dice, spinning tops, playing cards, roulette wheels, or numbered balls drawn from a container. While a game of chance may have some skill element to it, chance generally plays a greater role in determining its outcome. A game of skill may also have elements of chance, but skill plays a greater role in determining its outcome. Some commonly played games of skill include: collectible card games, contract bridge, backgammon and mahjong. However, most games of skill also involve a degree of chance, due to natural aspects of the environment, a randomizing device (such as dice, playing cards or a coin flip), or guessing due to incomplete information. Some games where skill is a component alongside gambling and strategy such as poker may invo ...
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Monty Hall Problem
The Monty Hall problem is a brain teaser, in the form of a probability puzzle, loosely based on the American television game show ''Let's Make a Deal'' and named after its original host, Monty Hall. The problem was originally posed (and solved) in a letter by Steve Selvin to the ''American Statistician'' in 1975. It became famous as a question from reader Craig F. Whitaker's letter quoted in Marilyn vos Savant's "Ask Marilyn" column in ''Parade'' magazine in 1990: Vos Savant's response was that the contestant should switch to the other door. Under the standard assumptions, the switching strategy has a probability of winning the car, while the strategy that remains with the initial choice has only a probability. When the player first makes their choice, there is a chance that the car is behind one of the doors not chosen. This probability does not change after the host reveals a goat behind one of the unchosen doors. When the host provides information about the 2 unchosen do ...
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Game Classification
Game classification is the classification of games, forming a game taxonomy. Many different methods of classifying games exist. Physical education There are four basic approaches to classifying the games used in physical education: ;Game categories: This is a classification scheme proposed by Nicols, who classifies games according to three major categories: the game's physical requirements (i.e. what the game requires in addition to the players — equipment, size and nature of playing field, and so forth), the structure of the game (i.e. number of players, groupings of players, strategies, and so forth), and the game's personal requirements (i.e. what the game requires of the player — motor skills, fitness levels, numeracy, social skills, and so forth). ;Games for understanding: This is a classification scheme proposed by Werner and Alomond that classifies games according to their strategies. It divides games into target games (e.g. archery); net or wall games (e.g. ...
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Stochastic Process
In probability theory and related fields, a stochastic () or random process is a mathematical object usually defined as a family of random variables. Stochastic processes are widely used as mathematical models of systems and phenomena that appear to vary in a random manner. Examples include the growth of a bacterial population, an electrical current fluctuating due to thermal noise, or the movement of a gas molecule. Stochastic processes have applications in many disciplines such as biology, chemistry, ecology, neuroscience, physics, image processing, signal processing, control theory, information theory, computer science, cryptography and telecommunications. Furthermore, seemingly random changes in financial markets have motivated the extensive use of stochastic processes in finance. Applications and the study of phenomena have in turn inspired the proposal of new stochastic processes. Examples of such stochastic processes include the Wiener process or Brownian motion process, ...
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Edmund Bergler
Edmund Bergler ( , ; July 20, 1899 – February 6, 1962) was an Austrian-born American psychoanalyst whose books covered such topics as childhood development, mid-life crises, loveless marriages, gambling, self-defeating behaviors, and homosexuality. He has been described as the most important psychoanalytic theorist of homosexuality in the 1950s. Biography Edmund Bergler was born in Kolomyia, in today's Ukraine, in 1899 into a Jewish family. Bergler fled Nazi Austria in 1937–38 and settled in New York City, where he worked as a psychoanalyst. Bergler wrote 25 psychology books along with 273 articles that were published in leading professional journals. He also had unfinished manuscripts of dozens of more titles in the possession of the Edmund and Marianne Bergler Psychiatric Foundation. He has been referred to as "one of the few original minds among the followers of Freud". Delos Smith, science editor of United Press International, said Bergler was "among the most prolific Freud ...
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The New York Times
''The New York Times'' (''the Times'', ''NYT'', or the Gray Lady) is a daily newspaper based in New York City with a worldwide readership reported in 2020 to comprise a declining 840,000 paid print subscribers, and a growing 6 million paid digital subscribers. It also is a producer of popular podcasts such as '' The Daily''. Founded in 1851 by Henry Jarvis Raymond and George Jones, it was initially published by Raymond, Jones & Company. The ''Times'' has won 132 Pulitzer Prizes, the most of any newspaper, and has long been regarded as a national " newspaper of record". For print it is ranked 18th in the world by circulation and 3rd in the U.S. The paper is owned by the New York Times Company, which is publicly traded. It has been governed by the Sulzberger family since 1896, through a dual-class share structure after its shares became publicly traded. A. G. Sulzberger, the paper's publisher and the company's chairman, is the fifth generation of the family to head the pa ...
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Gaming Law
Gaming law is the set of rules and regulations that apply to the gaming or gambling industry. Gaming law is not a branch of law in the traditional sense but rather is a collection of several areas of law that include criminal law, regulatory law, constitutional law, administrative law, company law, contract law, and in some jurisdictions, competition law. At common law, gambling requires consideration, chance and prize, legal terms that must be analyzed by gaming lawyers within the context of any gaming operation. Gaming law is enormously complex. In the United States, it involves federal and state law considerations.For federal law, see, e.g., In Canada, it involves federal and provincial law considerations, in a variety of legal disciplines. United States In the United States, illegal gambling is a federal crime if it is done as a business. However, each of its states has its own laws regarding the regulation or prohibition of gambling. States that permit such gaming usually ...
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Baccarat (card Game)
Baccarat or baccara (; ) is a card game played at casinos. It is a comparing card game played between two hands, the "player" and the "banker". Each baccarat coup (round of play) has three possible outcomes: "player" (player has the higher score), "banker", and "tie". There are three popular variants of the game: ''punto banco'', ''baccarat chemin de fer'',"Baccarat" in ''Chambers's Encyclopædia''. London: George Newnes, 1961, Vol. 2, pp. 32-33. and ''baccarat banque'' (or ''à deux tableaux''). In ''punto banco'', each player's moves are forced by the cards the player is dealt. In ''baccarat chemin de fer'' and ''baccarat banque'', by contrast, both players can make choices. The winning odds are in favour of the bank, with a house edge of at least 1 percent. History The origins of the game are disputed, and some sources claim that it dates to the 19th century. Other sources claim that the game was introduced into France from Italy at the end of the 15th century by soldiers re ...
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