Play
Play is a range of voluntary, intrinsically motivated activities normally associated with pleasure and enjoyment. Play is commonly associated with children, but positive psychology has stressed that play is imperative for all higher-functioning animals, even adult humans.
The rites of play are evident throughout nature and are perceived in people and animals, although generally only in those species possessing highly complex nervous systems such as mammals and birds. Play is most frequently associated with the cognitive development and socialization of those engaged in developmental processes and the young. Play often entertains props, tools, animals, or toys in the context of learning and recreation. That is, some hypothesize that play is preparation of skills that will be used later. Others appeal to modern findings in neuroscience to argue that play is actually about training a general flexibility of mind – including highly adaptive practices like training multiple ways to do the same thing, or playing with an idea that is good enough in the hopes of maybe making it better.
Some play has clearly defined goals and when structured with rules is called a game, whereas, other play exhibits no such goals nor rules and is considered to be unstructured in the literature. Play promotes broaden and build behaviors as well as mental states of happiness – including flow.
Play has traditionally been given little attention by behavioral ecologists. Edward O. Wilson wrote in Sociobiology that No behavior has proved more ill defined, elusive, controversial and even unfashionable than play. Though it received little attention in the early decades of ethnology, and instead only existed as a matter of study within human psychology, there is now a considerable body of scientific literature resulting from research on the subject. Play does not have the central theoretical framework that exists in other areas of biology.
Ethnologists frequently divide play into three general categories: Social play, locomotors play and object play. Locomotors play is the pretend playing that a very young animal participates in when alone. The jumping and spinning characteristic of locomotors play can best be seen in young goats. Researchers have theorized that locomotors play helps the cells in the cerebellum of the brain to develop connections. Types of play listed by psychiatrist Dr. Stuart Brown expand upon these basic categories to include fantasy and transformational play as well as body, object, social. The National Institute for Play describes the previous five play types, as well as the play types attunement and narrative.
The broaden and build behaviors it fosters may have even greater value for adults than children. The mental state of flow is also a major component of play, and has itself been associated with things like creativity and happiness. Brown often quotes Brian Sutton-Smith's insight: the opposite of play is not work, it is depression. 6] Examples of adult play abound e.g. the arts, but also curiosity driven science.
Tim Brown explains that a value like a bit of shamelessness during the creative process is extremely important in adult designers.
Play may allow people to practice useful habits like learned optimism, which might help manage existential fears. Play also offers the opportunity to learn things that may not have otherwise been explicitly or formally taught e.g. how to use, and deal with, deceit and misinformation. Thus, even though play is only one of many habits of an effective adult, it remains a necessary one.
Poker Paigow
Paigow
Pai-gow poker is a banking poker
game played in some of the California card clubs and casinos. The object of
pai-gow poker is to make two poker hands that beat the banker's hands. The
player is dealt 7 cards that he makes into a five card hand (high hand) and a
two card hand (low hand). The hands are played and ranked as traditional poker
hands (with one exception: A2345 is the second highest straight), and the 5 card
hand must be higher than the 2 card hand. If both hands are better than the
banker's hand, you win, if both lose, you lose, otherwise it's a push. The
banker wins absolute ties (i.e. K Q vs K Q). The game is played with a 52 cards
plus one joker. The joker can be used as an Ace or to complete a flush or
straight.
Each player spot has spaces for a bet, low hand, high hand and sometimes the house commission. The dealer deals 7 7-card hands in front of the chip tray. The banker can be a player, but is usually the house. The banker designates which hands go to which player by shaking a dice cup with three dice; the banker's position is either 1, 8 or 15 and the hands are passed out counterclockwise. So, if the dealer is the bank and the dice total to 6, player 5 gets the first hand, player 6 gets the second, the dealer gets the third and so on. The dice mumbo-jumbo appears to be ritual stuff --- you don't need to worry about anything until you get your hand.
In pai-gow poker, the only strategic decisions are how much to bet and how to set your hand. The simple basic strategy for setting your hand is to make the highest 2-card hand that is less than your five card hand. If you can't figure out what to do, you can show your hand to the dealer and they will tell you how the house would set it.
In the California card clubs, all wagering is between players, so the option to be the bank rotates among the active players. The rule differences from the IP rules are that the Joker is wild, and the house commission is a flat $1 per hand ($10 minimum bet).
Pai-gow poker is an easy game to play, and since each hand takes a while to play (dealer has to shuffle for each game) and most hands push, you can play on $20 at a $5 table for quite a while.
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