Brand Consulting

Brand consulting defines positioning statement, target consumers/buyers, key brand benefits, brand personality, packaging design stance, appropriate graphics, product naming and other core competencies. The brand is the personality that identifies a product. Brand consulting manages the physical representation and consistent application of brand identity across visual identity carriers. This can include signage, uniforms, liveries, interior design and branded merchandise. Brand implementation encompasses facets of architecture, product design, industrial design, quantity surveying, engineering, procurement, project management and retail design. Careful brand management seeks to make the product or services relevant to the target audience. Brands are more than the difference between the actual cost of a product and its selling price - they represent the sum of all valuable qualities of a product to the consumer. There are many intangibles involved in business, intangibles left wholly from the income statement and balance sheet to determine a business's worth. The learned skill of a knowledge worker, the type of mental working, the type of stitch: all may be without an 'accounting cost' but for those who truly know the product, for it is these people the company should wish to find and keep, the difference is incomparable. A brand widely known in the marketplace acquires brand recognition. When brand recognition builds up to a point where a brand enjoys a critical mass of positive sentiment in the marketplace, it achieves brand franchise. One goal in brand recognition is the identification of a brand without the name of the company present. Consumers may look on branding as an important value added aspect of products or services, as it often serves to denote a certain attractive quality or characteristics. From the perspective of brand owners, branded products or services also command higher prices. Where two products resemble each other, but one of the products has no associated branding, people may often select the more expensive branded product the quality of the brand or the reputation of the brand owner.

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.

Table Stakes Rules

All casinos and many home games play poker by what are called table stakes rules, which state that each player starts each deal with a certain stake, and plays that deal with that stake. A player may not remove money from the table or add money from his or her pocket during the play of a hand. In essence, table stakes rules creates a maximum and a minimum buy-in amount for cash game poker as well as rules for adding and removing the stake from play. A player also may not take a portion of their money or stake off the table, unless they opt to leave the game and remove their entire stake from play. Players are not allowed to hide or misrepresent the amount of their stake from other players and must truthfully disclose the amount when asked.

Common among inexperienced players is the act of "going south" after winning a big pot, which is to take a portion of your stake out of play, often as an attempt to hedge one's risk after a win. This is also known as "ratholing" or "reducing" and, while totally permissible in most other casino games, is not permitted in poker.

Table stakes are the rule in most cash poker games because it allows players with vastly different bankrolls a reasonable amount of protection when playing with one another. They are usually set in relation to the blinds. For example, in a $1/2 No Limit cash game, the minimum stake is often set at $40 while maximum stake is often set at $200, or 20 and 100 big blinds respectively.

This also requires some special rules to handle the case when a player is faced with a bet that he cannot call with his available stake.

Dealing

 

In games where cards are distributed among players, the deal is the act of that distribution.

The dealer takes all of the cards in the pack, arranges them so that they are in a uniform stack, and shuffles them. In strict play, the dealer then offers the deck to the previous player in the sense of the game direction for cutting. If the deal is clockwise, this is the player to the dealer's right; if counterclockwise, it is the player to the dealer's left. The invitation to cut is made by placing the pack, face downward, on the table near the player who is to cut: who then lifts the upper portion of the pack clear of the lower portion and places it alongside. Normally the two portions have about equal size. Strict rules often indicate that each portion must contain a certain minimum number of cards, such as three or five. The formerly lower portion is then replaced on top of the formerly upper portion. Instead of cutting, one may also knock on the deck to indicate that on trusts the dealer to have shuffled fairly.

The actual deal distribution of cards is done in the direction of play, beginning with eldest hand. The dealer holds the pack, face down, in one hand, and removes cards from the top of it with his or her other hand to distribute to the players, placing them face down on the table in front of the players to whom they are dealt. The cards may be dealt one at a time, or in batches of more than one card; and all or a determined amount of cards are dealt out. The undealt cards, if any, are left face down in the middle of the table, forming the stock also called talon, widow or skat.

Throughout the shuffle, cut, and deal, the dealer should prevent the players from seeing the faces of any of the cards. The players should not try to see any of the faces. Should a player accidentally see a card, other than one's own, proper etiquette would be to admit this. It is also dishonest to try to see cards as they are dealt, or to take advantage of having seen a card. Should a card accidentally become exposed, visible to all, then, normally, any player can demand a redeal all the cards are gathered up, and the shuffle, cut, and deal are repeated.

When the deal is complete, all players pick up their cards, or 'hand', and hold them in such a way that the faces can be seen by the holder of the cards but not the other players, or vice versa depending on the game. It is helpful to fan one's cards out so that if they have corner indices all their values can be seen at once. In most games, it is also useful to sort one's hand, rearranging the cards in a way appropriate to the game. For example, in a trick-taking game it may be easier to have all one's cards of the same suit together, whereas in a rummy game one might sort them by rank or by potential combinations.

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