Online casino games are some of the most sought-after gambling options these days. As a result, you’ll come across several online gambling sites that enable you to enjoy these releases. From slots to table game varieties and special releases, there are more options available on each website than you would find at gambling halls.
One of the games you’re certain to come across at your chosen online casino is blackjack. This is a game that’s been played for centuries, making it a popular option at gambling sites as well. That’s because it’s an easy and exciting game to play, and with the help of technology better looking online than ever.
Depending on what you’re in the mood for, gambling sites enable members to play this skill game for free or for real money. Even non-members can access free trial games on most platforms. For these, you will receive virtual credits to make your wagers. It’s a great way to practice and hone your skills before playing with real cash.
Blackjack is also called 21. The aim of the game is to create a hand with a maximum value of 21. To win, your hand has to be better than the dealer’s hand. A basic blackjack game will have the dealer using a single standard set of playing cards. That’s without the joker cards. Keep in mind though that some variations use more than one deck for the gameplay.
Every other card has the following values:
– 2 to 10 cards hold the value of the number indicated on them
– J to K or face cards each have a value of 10
– The Ace has a value of either 1 or 11. The total value of the other cards in your hand determines whether it will be a 1 or 11
The game starts after you make your bet for the round. The dealer will then give the player and themselves one card each, that’s face up. The second cards get dealt, but you’ll receive yours face up while the dealer’s will be face down.
Calculate the value of the hand you have to decide whether to stand or hit. The value of the dealer’s face-up card can help you know what to do depending on what you already have.
– Choose to stand: that means you’re fine with the hand you have and are ready for the dealer to reveal their hand
– Choose to hit: you’d like to receive more cards to get you closer to 21 or to get a value you feel is greater than the dealer’s
Most online casinos have incorporated a new way for their players to enjoy blackjack online. That’s by offering live dealer releases. If you’ve ever visited a casino hall to enjoy a table game, then you have an idea of how live dealer games go.
These are live-streamed versions of the blackjack variations you’d find at your chosen casino. So, instead of having to visit a brick-and-mortar establishment, you sit at a table with a real dealer. Everything they do gets filmed and streamed in real-time from the platform’s studio.
With real blackjack live games, you can still access games 24/7. However, there’s the added advantage of interacting with other people at the same table through chat or audio features on the site. While playing these games, you get buttons on your display to enable you to respond to prompts throughout your session. Some of the buttons you may find include a bet setting button, a stand button, and a hit button. For other variations, you may find options to:
– Double down: if you feel the hand you have is sure to earn you a win, you can make a bet that’s up to 100% your initial wager. You’ll then receive only one more card before you stand.
– Split: if you received two matching cards, you can request the dealer to split them into two sets. So, the matching cards will be the first of two sets of player hands. However, you’ll need to make an additional bet equal to your first wager.
– Surrender: if the first hand you received doesn’t please you, surrendering it allows you to get a new set of cards at half your bet.
The World Health Organization declared COVID-19 a pandemic on 11 March, 2020. It was the day after Activision released its free-to-play battle royale game Call Of Duty: Warzone and a little over a week before Nintendo released Animal Crossing: New Horizons. One year later, these two games have essentially reshaped our lives over the pandemic, providing comforts of escapism and helping build socially-distanced friendships via multiplayer. But what if such gamification models could redefine today’s digital-first education system, particularly for those subjects which require ‘interactive tools’ for better understanding? What if contemporary sex education was meant to be taught through video games?
In an era where mornings have become synonymous with Zoom links and clean backgrounds for students, schools are increasingly prioritising what gets taught online. As subjects like physics and physical education go online, much of the curriculum is getting lost in translation from the real to the virtual world. And sex education is no exception.
“There’s already lots of cultural stigma around something like saying the word ‘penis’ in a room full of people who are under 18,” said Karen Rayne, the executive director of UNHUSHED, a non-profit that offers sex education for schools with the aims to remove the stigma surrounding them. In an interview with US News, she illustrated the challenges of teaching homebound teenagers and college students who are “attending classes from their childhood bedrooms” about the birds and the bees.
Not long after the pandemic hit, Rayne, who also teaches human sexuality at the University of Texas at Austin, created a manifesto outlining 10 tips for teaching online sex ed. These tips include being mindful of students’ developmental stages, expecting some awkwardness and looping in parents.
Despite her efforts, however, she admitted that some students were in fact being left behind in classes. “After so many months online, we were beginning to lose some kids in a way that I wasn’t really concerned about in March or April (2020),” she said. “It might be that for some kids, sex ed is not where they need to spend their limited online learning hours.”
A paper published by Leslie Kantor, chair of the Department of Urban-Global Public Health at the Rutgers University School of Public Health, further spelled out why teaching reproductive health during a pandemic is critical and how schools should prioritise the same. “Even when in-person schooling resumes, missed sex education is unlikely to be made up, given the modest attention it received prior to the pandemic,” the paper concluded, which has essentially hatched a sense of urgency at the educational forefront.
As teachers scramble to come up with innovative ways to “translate what we learned about effective, in-person sex education into the digital environment,” some sex education game developers think this could be their moment.
Gamification can be summed up as the use of game design elements like avatars, scores, leaderboards and virtual rewards in non-game contexts such as apps for learning a skill or tracking one’s progress. With the growing use of computer-based therapy in mental health and promising results seen in the use of gamification in psychotherapy, the push to gamify sex education is part of a broader movement—deploying video games to target health issues ranging from depression to tobacco use.
So how does game design and principles help tackle a social stigma? Three major factors come into play here: interactivity, privacy and familiarity. Interactivity is a huge influence on a person’s learning capacity, especially in a digital age saturated with online lectures and note-taking. What this means in terms of sex education is that these games could essentially offer a way to interact with the subject at hand without getting ‘down and dirty’.
“Putting a condom on a banana, that’s like a stereotype of sex education, right? But that’s what everyone remembers,” said Nina Freeman, the developer behind the acclaimed sex education game how do you Do It? “It’s the thing that you’re actually doing. You’re basically performing the act of putting a condom on a penis—it is performative.” In an interview with Mashable, the developer equated the act of putting a condom on a banana to a game-like experience and how in that sense such games could be a very effective way of conveying information.
Freeman’s approach to game design involves role-plays and simulations which gives players a different perspective on the whole sex education front. “I think player/character embodiment is really powerful and games are uniquely better than other media at having people get into character, almost like they’re in a play,” she said. “Games are really good at that because they’re actively having the player pull information instead of pushing it on them.”
Another example of interactivity in gamified sex education is the smartphone app Tap That where players are responsible for taking care of different characters navigating their sexual relationships. If one of them has an STI, the players have to diagnose and determine how to cure or treat it. Virtual condoms are also offered in player toolkits to prevent the infections from spreading. “Sex should be a positive experience, so why shouldn’t sex ed be too?” a video explaining the game reads.
This brings us to the next two factors pushing these video games into the mainstream: privacy and familiarity. Such games have the potential to filter out all of the awkwardness surrounding the topic. It gives players the ability to learn about sex and sexuality from the privacy of their homes in a way that they’re familiar and comfortable with.
“Having students engage with the world in a way they’re more familiar with and feel more comfortable doing makes a difference when you’re trying to get them to talk about issues that are really sensitive or maybe their parents haven’t talked to them about,” Freeman mentioned. “I think giving them more of a private space to explore some of this stuff is definitely helpful.” The added privacy also fosters a safe space for players. One where they can reflect on their own sexuality and explore their feelings without being judged.
In a recent report by Censuswide, the agency surveyed 500 teachers who used video games in their classrooms over the pandemic. 89 per cent of them highlighted the fact that the tool has proved beneficial for engaging students with their subjects. 69 per cent stated that their students are more likely to do their homework when gaming is involved. And 68 per cent swore that gaming would become an important resource in education moving forward.
As comprehensive sex education becomes essential for today’s ‘digital native’ youth—with means of sexting, online dating and VR sex literally available at their fingertips—video games along with the transferrable skills they offer might just help safeguard education in the COVID-19 generation and beyond.