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Fantasy springs slots. Best bet casino. Lucky north casino. Ruby seven video poker. Jacks or Better. Jacks or Better Video Poker game is a single hand type video poker machine. Poker fans, gear up to get the highest payouts! When bets are placed, 5 cards are dealt with an option to hold the hand, discard any amount of cards to be replaced or draw an entirely new hand. Perfect for beginners and seasoned poker players who want to play video poker online for real.

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Select from 19 different video poker variations with the button, including Jacks or Better, Bonus, Double Double, Triple Double, Full Pay Deuces, 16/10 (Not So Ugly) Deuces, Loose Deuces, three kinds of Joker Poker, and more.
Keyboard
You can use the mouse to click on cards to hold, or you may find it easier to use the keyboard:
[1-5] = Hold/Cancel
[Space] or [Enter] = Deal/Draw
[T] = Trainer on/warn/off
Trainer
When the trainer is turned on, it lists the best plays and their average expected wins on the left. The CHANGE CARDS button allows you to explore the best play returns for hands that you enter. Yellow dots on the corners of the cards show the best cards to hold. The statistics on the right show your playing time, speed of play, the theoretical payback percentage of the game with perfect play, the projected payback percentage with your plays, and the cost of errors.
Warn Mode
You won't learn as much if you leave the trainer on all the time and just copy its answers, so we recommend playing with the trainer in WARN mode. In WARN mode, the trainer will only come on if you make a mistake, showing you the better play and giving you a chance to change your answer. However, the statistics on the right will still reflect your first answer, so you can see how you're doing without the trainer's help.
View Log
Whether the trainer is on or not, the game keeps track of your statistics and a log of your play, which you can review by clicking VIEW LOG. If you were playing in WARN mode, the log reflects your first answer. The log shows the cards that were dealt, the best play, your play, and the cost of any errors you made. You can learn a lot by playing with the trainer off, then reviewing the log to see what you missed.
2x Pay
To make things more fun, the game defaults to 2X PAY mode, so you get twice as many credits when you win. The trainer stats ignore the extra credits and record your wins as if they were the normal amount. If you prefer to play the traditional way, click on 2X PAY to switch to the standard 1X PAY.
Paytable Edit
Other paytable variations can be entered by clicking the numbers in the 1st or 5th columns of the paytable and using the up/down arrows to adjust the pays. The total payout is limited to 109.9%, so you may need to lower a payline before you can raise another. Be aware that the trainer adapts its best play recommendations to changes you make to the paytable. For example, if you raise the royal flush value, the trainer will adjust its recommendations in favor of cards that shoot for the royal more often.

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We're unpacking the links between gambling and video games in an effort to create transparency, provide information to parents and formulate recommendations.

Gambling and gaming activities have become increasingly recognised as sharing many common features at a structural and aesthetic level. This has lead to a convergence of video games and gambling.

This section of our website focuses on Social Casino Games, Gambling with Virtual Goods and Lootboxes; three features in gaming that closely resemble gambling. We'll also formulate some draft recommendations and provide a reference list for further reading.

How to use video games safely in schools.

Get these resources to introduce video games in your practice:

  • Whole of School approach to being a ‘Safe Gaming School'
  • Game development in the classroom resources
  • All 16 worksheets/tools/factsheets to support teachers and wellbeing staff
  • The Parent's Workbook for Dealing with Gaming Issues
  • All 14 tools/factsheets to give as resources to the families in your school.
  • All 14 information factsheets in the Info Pack
  • A license to use all the above resources with all families in your school

Download the factsheets

About our work

The development of this section is part of ‘No Gambling in Games'; a prevention project funded by the Victorian Responsible Gambling Foundation. It was developed to inform and ensure the project is based on evidence. The information will be used to develop communication resources that raise awareness about gambling in video games for parents and gamers.

We encourage the reader to read the academic papers referenced to get a full understanding of how gambling and gaming are converging.

References used

Abarbanel, B., Gainsbury, S. M., King, D., Hing, N. & Delfabbro, P. H. (2016). Gambling Games on Social Platforms: How Do Advertisements for Social Casino Games Target Young Adults? Policy Studies Organization. Policy and Internet.

Albarrán Torres, C., & Goggin, G. (2014). Mobile social gambling: Poker's next frontier. Mobile Media & Communication, 2(1), 94–109. doi:10.1177/2050157913506423

Alham, K., Koskinen, E., Paavilainen, J., Hamari, J., & Kinnunen, J. (2014). Free-to-play games: Professionals' perspectives. In Proceedings of Nordic DiGRA 2014. Retrieved from http://www.digra.org/wp-content/uploads/digital-library/nordicdigra2014_submission_8.pdf

Bednarz, J., Delfabbro, P., & King, D. (2013). Practice makes poorer: Practice gambling modes and their effects on real-play in simulated roulette. International Journal of Mental Health and Addiction, 11(3), 381–395. doi:10.1007/s11469-012-9422-1

Binde, P. (2014). Gambling advertising: A critical research review. London: The Responsible Gambling Trust.

Blaszczynski,A., Ladouceur, R.,&Shaffer, H. J. (2004).A science-based framework for responsible gambling: The Reno model. Journal of Gambling Studies, 20, 301–317.

Calvin Ayre (2017). Legality of CS GO skin gambling. Available from: https://calvinayre.com/2017/02/23/business/legality-of-csgo-skin-gambling/

Campbell, C., Derevensky, J., Meerkamper, E., & Cutajar, J. (2011). Parents' perceptions of adolescent gambling: A Canadian national study. Journal of Gambling Issues, 25, 36–53.

Castronova, E. (2005). Synthetic worlds: The business and culture of online games. Chicago: University of Chicago Press.

Casual Games Association. (2012). Social network games 2012: Casual games sector report. Smithfield, UT: Casual Games Association.

Carran, M., & Griffiths, M. (2015). Gambling and social gambling: An exploratory study of young people's perceptions and behaviour. Aloma, 33(1), 101–113.

Clarke, D. (2008). Older adults' gambling motivation and problem gambling: A comparative study. Journal of Gambling Studies, 24(2), 175–192.

Derevensky, J.L., & Gainsbury, S.M. (2015). Social casino gaming and adolescents: Should we be concerned and is regulation in sight? International Journal of Law and Psychiatry.

Gambling

Derevensky, J. L., Gainsbury, S. M., Gupta, R., & Ellery, M. (2013). Play-for-fun/social-casino gambling: An examination of our current knowledge. Winnipeg, MB: Manitoba Gambling Research Program.

Derevensky, J., Sklar, A., Gupta, R., & Messerlian, C. (2010). An empirical study examining the impact of gambling advertisements on adolescent gambling attitudes and behaviors. International Journal of Mental Health and Addiction, 8(1), 21–34.

Derevensky, J. L., Gupta, R., Messerlian, C., & Gillespie, M. (2005). Youth Gambling Problems. In Gambling Problems in Youth (pp. 231-252). Springer US.

Dickins, M. & Thomas, A. (2016). Is it gambling or a game? Simulated gambling games: Their use and regulation. Australian Gambling Research Centre.

Eilers & Krejcik Gaming. (2016). Social casino tracker—4Q & 2015. Santa Ana, CA: Author.

Floros, G., Siomos, K., Fisoun, V., & Geroukalis, D. (2013). Adolescent online gambling: The impact of parental practices and correlates with online activities. Journal of Gambling Studies, 29(1), 131–150. doi:10.1007/s10899-011-9291-8

Fong, T. W. (2005). The biopsychosocial consequences of pathological gambling. Psychiatry (Edgmont), 2, 22–30.

Frahm, T., Delfabbro, P. H. & King, D. L. (2014). Exposure to free-play modes in simulated online gaming increases risk-taking in monetary gambling. Journal of Gambling Studies. DOI 0.1007/s10899-014-9479-9.

Friend, K. B. & Ladd, G. T. (2009). Youth gambling advertising: A review of the lessons learned from tobacco control. Drugs: Education, Prevention, and Policy, 16(4), 283–297.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of demographic profiles, consumption behaviours, and gambling site selection criteria of esports and sports bettors. Gaming Law Review, 21(8), 575-587. https://doi.org/10.1089/glr2.2017.21812

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and gambling harms: Exploring breadth of gambling involvement among esports bettors. Gaming Law Review, 21(8), 610-615. https://doi.org/10.1089/glr2.2017.21813

Gainsbury, S. M., Hing, N., Delfabbro, P., Dewar, G., & King, D. (2015). An exploratory study of interrelationships between social casino gaming, gambling, and problem gambling. International Journal of Mental Health and Addiction, 13(1), 136–153. doi:10.1007/s11469-014-9526-x

Gainsbury, S. M., Hing, N., Delfabbro, P. H., & King, D. L. (2014). A taxonomy of gambling and casino games via social media and online technologies. International Gambling Studies, 14(2), 196–213. doi:10.1080/14459795.2014.890634

Gainsbury, S. M., King, D. L., Delfabbro, P., Hing, N. Russell, A. M., Blaszczynski, A., & Derevensky, J. (2015). The use of social media in gambling. Gambling Research Australia, Department of Justice, State of Victoria

Gainsbury, S. M., Russell, A., & Hing, N. (2014). An investigation of social casino gaming among land-based and Internet gamblers: A comparison of socio-demographic characteristics, gambling and co-morbidities. Computers in Human Behavior, 33, 126–135. doi:10.1016/j.chb.2014.01.031

Gainsbury, S. M., Russell, A. M., King, D. L., Delfabbro, P., & Hing, N. (2016). Migration from social casino games to gambling: motivations and characteristics of gamers who gamble. Computers in Human Behavior, 63, 59-67.

Gainsbury, S. M., King, D. L., Abarbanel, B., Delfabbro, P. & Hing, N. (2015). Convergence of gambling and gaming in digital media. Centre for Gambling Education & Research, Southern Cross University.

Gradwell, H. (2013). How to stop your kids accidentally spending your money on apps and games. Think Money, April 12. Located at: http://www.thinkmoney.co.uk/news-advice/stop-kids-accidentally-spending-your-money-on-apps-and-games-0-4111-0.htm

Griffiths, M. D. (2015) Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations. Aloma, 33(2), 31-37.

Griffiths, M. D., King, D. L., & Delfabbro, P. H. (2014). The technological convergence of gambling and gaming practices. In D. C. S. Richard, A. Blaszczynski & L. Nower (Eds.), The Wiley-Blackwell handbook of disordered gambling (pp. 327–346). West Sussex, UK: John Wiley & Sons.

Griffiths, M., & Wood, R. (2007). Adolescent Internet gambling: Preliminary results of a national survey. Education and Health, 25, 23–27.

Gupta, R., & Derevensky, J. (2011). Understanding the etiology of youth problem gambling. In J. Derevensky, D. Shek, & J. Merrick (Eds.), Youth gambling problems: The hidden addiction. Berlin: De Gruyter.

Hayer, T., Griffiths, M.D.,&Meyer, G. (2005). The prevention and treatment of problem gambling in adolescence. In T.P. Gullotta & G. Adams (Eds.), Handbook of adolescent behavioral problems: Evidence-based approaches to prevention and treatment (pp. 467–486). New York: Springer.

Hollingshead, S., Kim, H. S., Wohl, M. J. A., & Derevensky, J. (2016). The social casino gaming-gambling link: Motivation for playing social casino games determine whether gambling increases or decreases. Journal of Gambling Issues, 33, 52-67.

Ipsos MORI (2006). Under 16 s and the National Lottery: Final report. London: National Lottery Commission.

Jackson, A. C., Dowling, N., Thomas, S. A., Bond, L., & Patton, G. (2008). Adolescent gambling behaviour and attitudes: A prevalence study and correlates in an Australian population. International Journal of Mental Health and Addiction, 6(3), 325–352.

Jacques, C., Fortin-Guichard, D., Bergeron, P. Y., Boudreault, C., Lévesque, D., & Giroux, I. (2016). Gambling content in Facebook games: A common phenomenon?. Computers in Human Behavior, 57, 48-53.

Juniper Research (2016). White paper: The rise of virtual reality. Available from: http://www.juniperresearch.com/document-library/white-papers/the-rise-ofvirtual-reality

Kharpal, A. (2016). Virtual reality gambling expected to grow 800 percent by 2021driven by ‘high rollers'. CNBC News, October 16. http://www.cnbc.com/2016/10/10/virtual-reality-gambling-expected-to-grow-800-percent-by-2021-driven-by-high-rollers.html

Kim, H. S., Wohl, M. J. A., Salmon, M., Gupta, R., & Derevensky, J. (2014). Do social casino gamers migrate to online gambling? An assessment of migration rate and potential predictors. Journal of Gambling Studies, 31(4), 1819–1831. doi:10.1007/s10899014-9511-0

Kim, H. S., Salmon, M., Wohl, M. J., & Young, M. (2016a). A dangerous cocktail: Alcohol consumption increases suicidal ideations among problem gamblers in the general population. Addictive Behaviors, 55, 50–55.

Kim, H. S., Wohl, M. J., Gupta, R., & Derevensky, J. (2016). From the mouths of social media users: A focus group study exploring the social casino gaming–online gambling link. Journal of Behavioral Addictions, 5(1), 115-121.

King, D. L., Delfabbro, P.H., Doh, Y. Y., Wu, A. M. S, Kuss, D. J., Pallesen, S., Mentzoni, R., Carragher, N. & Sakuma, H. (2017). Policy and Prevention Approaches for Disordered and Hazardous Gaming and Internet Use: an International Perspective. Society for Prevention Research.

Gambling

Derevensky, J. L., Gainsbury, S. M., Gupta, R., & Ellery, M. (2013). Play-for-fun/social-casino gambling: An examination of our current knowledge. Winnipeg, MB: Manitoba Gambling Research Program.

Derevensky, J., Sklar, A., Gupta, R., & Messerlian, C. (2010). An empirical study examining the impact of gambling advertisements on adolescent gambling attitudes and behaviors. International Journal of Mental Health and Addiction, 8(1), 21–34.

Derevensky, J. L., Gupta, R., Messerlian, C., & Gillespie, M. (2005). Youth Gambling Problems. In Gambling Problems in Youth (pp. 231-252). Springer US.

Dickins, M. & Thomas, A. (2016). Is it gambling or a game? Simulated gambling games: Their use and regulation. Australian Gambling Research Centre.

Eilers & Krejcik Gaming. (2016). Social casino tracker—4Q & 2015. Santa Ana, CA: Author.

Floros, G., Siomos, K., Fisoun, V., & Geroukalis, D. (2013). Adolescent online gambling: The impact of parental practices and correlates with online activities. Journal of Gambling Studies, 29(1), 131–150. doi:10.1007/s10899-011-9291-8

Fong, T. W. (2005). The biopsychosocial consequences of pathological gambling. Psychiatry (Edgmont), 2, 22–30.

Frahm, T., Delfabbro, P. H. & King, D. L. (2014). Exposure to free-play modes in simulated online gaming increases risk-taking in monetary gambling. Journal of Gambling Studies. DOI 0.1007/s10899-014-9479-9.

Friend, K. B. & Ladd, G. T. (2009). Youth gambling advertising: A review of the lessons learned from tobacco control. Drugs: Education, Prevention, and Policy, 16(4), 283–297.

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Game on: Comparison of demographic profiles, consumption behaviours, and gambling site selection criteria of esports and sports bettors. Gaming Law Review, 21(8), 575-587. https://doi.org/10.1089/glr2.2017.21812

Gainsbury, S., Abarbanel, B., & Blaszczynski, A. (2017). Intensity and gambling harms: Exploring breadth of gambling involvement among esports bettors. Gaming Law Review, 21(8), 610-615. https://doi.org/10.1089/glr2.2017.21813

Gainsbury, S. M., Hing, N., Delfabbro, P., Dewar, G., & King, D. (2015). An exploratory study of interrelationships between social casino gaming, gambling, and problem gambling. International Journal of Mental Health and Addiction, 13(1), 136–153. doi:10.1007/s11469-014-9526-x

Gainsbury, S. M., Hing, N., Delfabbro, P. H., & King, D. L. (2014). A taxonomy of gambling and casino games via social media and online technologies. International Gambling Studies, 14(2), 196–213. doi:10.1080/14459795.2014.890634

Gainsbury, S. M., King, D. L., Delfabbro, P., Hing, N. Russell, A. M., Blaszczynski, A., & Derevensky, J. (2015). The use of social media in gambling. Gambling Research Australia, Department of Justice, State of Victoria

Gainsbury, S. M., Russell, A., & Hing, N. (2014). An investigation of social casino gaming among land-based and Internet gamblers: A comparison of socio-demographic characteristics, gambling and co-morbidities. Computers in Human Behavior, 33, 126–135. doi:10.1016/j.chb.2014.01.031

Gainsbury, S. M., Russell, A. M., King, D. L., Delfabbro, P., & Hing, N. (2016). Migration from social casino games to gambling: motivations and characteristics of gamers who gamble. Computers in Human Behavior, 63, 59-67.

Gainsbury, S. M., King, D. L., Abarbanel, B., Delfabbro, P. & Hing, N. (2015). Convergence of gambling and gaming in digital media. Centre for Gambling Education & Research, Southern Cross University.

Gradwell, H. (2013). How to stop your kids accidentally spending your money on apps and games. Think Money, April 12. Located at: http://www.thinkmoney.co.uk/news-advice/stop-kids-accidentally-spending-your-money-on-apps-and-games-0-4111-0.htm

Griffiths, M. D. (2015) Adolescent gambling and gambling-type games on social networking sites: Issues, concerns, and recommendations. Aloma, 33(2), 31-37.

Griffiths, M. D., King, D. L., & Delfabbro, P. H. (2014). The technological convergence of gambling and gaming practices. In D. C. S. Richard, A. Blaszczynski & L. Nower (Eds.), The Wiley-Blackwell handbook of disordered gambling (pp. 327–346). West Sussex, UK: John Wiley & Sons.

Griffiths, M., & Wood, R. (2007). Adolescent Internet gambling: Preliminary results of a national survey. Education and Health, 25, 23–27.

Gupta, R., & Derevensky, J. (2011). Understanding the etiology of youth problem gambling. In J. Derevensky, D. Shek, & J. Merrick (Eds.), Youth gambling problems: The hidden addiction. Berlin: De Gruyter.

Hayer, T., Griffiths, M.D.,&Meyer, G. (2005). The prevention and treatment of problem gambling in adolescence. In T.P. Gullotta & G. Adams (Eds.), Handbook of adolescent behavioral problems: Evidence-based approaches to prevention and treatment (pp. 467–486). New York: Springer.

Hollingshead, S., Kim, H. S., Wohl, M. J. A., & Derevensky, J. (2016). The social casino gaming-gambling link: Motivation for playing social casino games determine whether gambling increases or decreases. Journal of Gambling Issues, 33, 52-67.

Ipsos MORI (2006). Under 16 s and the National Lottery: Final report. London: National Lottery Commission.

Jackson, A. C., Dowling, N., Thomas, S. A., Bond, L., & Patton, G. (2008). Adolescent gambling behaviour and attitudes: A prevalence study and correlates in an Australian population. International Journal of Mental Health and Addiction, 6(3), 325–352.

Jacques, C., Fortin-Guichard, D., Bergeron, P. Y., Boudreault, C., Lévesque, D., & Giroux, I. (2016). Gambling content in Facebook games: A common phenomenon?. Computers in Human Behavior, 57, 48-53.

Juniper Research (2016). White paper: The rise of virtual reality. Available from: http://www.juniperresearch.com/document-library/white-papers/the-rise-ofvirtual-reality

Kharpal, A. (2016). Virtual reality gambling expected to grow 800 percent by 2021driven by ‘high rollers'. CNBC News, October 16. http://www.cnbc.com/2016/10/10/virtual-reality-gambling-expected-to-grow-800-percent-by-2021-driven-by-high-rollers.html

Kim, H. S., Wohl, M. J. A., Salmon, M., Gupta, R., & Derevensky, J. (2014). Do social casino gamers migrate to online gambling? An assessment of migration rate and potential predictors. Journal of Gambling Studies, 31(4), 1819–1831. doi:10.1007/s10899014-9511-0

Kim, H. S., Salmon, M., Wohl, M. J., & Young, M. (2016a). A dangerous cocktail: Alcohol consumption increases suicidal ideations among problem gamblers in the general population. Addictive Behaviors, 55, 50–55.

Kim, H. S., Wohl, M. J., Gupta, R., & Derevensky, J. (2016). From the mouths of social media users: A focus group study exploring the social casino gaming–online gambling link. Journal of Behavioral Addictions, 5(1), 115-121.

King, D. L., Delfabbro, P.H., Doh, Y. Y., Wu, A. M. S, Kuss, D. J., Pallesen, S., Mentzoni, R., Carragher, N. & Sakuma, H. (2017). Policy and Prevention Approaches for Disordered and Hazardous Gaming and Internet Use: an International Perspective. Society for Prevention Research.

King, D. L., & Delfabbro, P. H. (2016). Early exposure to digital simulated gambling: A review and conceptual model. Computers in Human Behavior, 55, 198–206.

King, D. L., Delfabbro, P. H., Deverensky, J. & Griffiths, M. (2012). A review of Australian classification practices for commercial video games featuring simulated gambling. International Gambling Studies. http://www.tandfonline.com/loi/rigs20

King, D. L., Delfabbro, P. H., & Griffiths, M. (2010). The convergence of gambling and digital media: Implications for gambling in young people. Journal of Gambling Studies, 26, 175–187. doi:10.1007/s10899-009-9153-9

King, D. L., Delfabbro, P. H., Kaptsis, D., & Zwaans, T. (2014). Adolescent simulated gambling via digital and social media: An emerging problem. Computers in Human Behavior, 31, 305–313. doi:http://dx.doi.org/10.1016/j.chb.2013.10.048

King, D.L., Gainsbury S.M., Delfabbro, P. H., Hing, N., & Abarbanel, B. (2015). Distinguishing between gaming and gambling activities in addiction research. Journal of Behavioral Addictions 4(4), pp. 215–220.

King, D.L., Russell, A., Gainsbury, S., Delfabbro, P. H. & Hing, N. (2016). The cost of virtual wins: An examination of gambling-related risks in youth who spend money on social casino games. Journal of Behavioral Addictions 5(3), pp. 401–409

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Best Casino Games For Pc

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Online Video Gambling Games

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