Virtual Item Gambling Analytics
Data Science and Analytics
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About
This collection of data captures game event information sourced from an online casino that operates using virtual items from video games rather than traditional real money. Due to government legislation, the casino uses virtual currency, but these items are readily bought and sold for actual currency on an affiliated site, creating a real financial environment. The data details the dynamics of a coefficient-based betting game where players predict a multiplier ('ticks'). The dataset is highly valuable for investigating potential fraud, understanding complex gambling behaviour, and proving that the casino mechanism is not fair through rigorous data analysis.
Columns
- ID: A unique identifier assigned to each individual game event.
- players: The total number of participants who placed a bet in that specific game.
- items: The quantity of virtual items (often referred to as 'skins') wagered by all participants in the game.
- money: The equivalent value of the items bet, expressed in real money (dollars).
- ticks: The site's multiplication coefficient for the specific game round, determined as the outcome of the 'roulette'.
- peopleWin: The total sum of money (dollars) won by successful players in this round, calculated as (theirBet * coef) - theirBet.
- peopleLost: The total sum of money (dollars) lost by unsuccessful players in this round.
- outpay: The net monetary outcome for the players in this round, calculated as money - peopleLost + peopleWin.
- time: The precise date and time (YY-MM-DD hh-mm) when the game occurred.
- moderator: A boolean flag indicating whether a moderator participated in this game round.
Distribution
The data is provided in a standard CSV file format, named
onlineCasino.csv, with a file size of 4.36 MB. It contains 10 distinct columns and approximately 55.6 thousand valid records, with 10 missing values noted in the 'time' column. The data structure is primarily numerical and includes one date-time field and one boolean field. Updates to the dataset are expected on a weekly basis.Usage
Ideal applications include fraud and fairness detection in online gaming systems, allowing analysts to use the data to identify statistical anomalies that indicate unfair practices. The dataset is excellent for developing predictive models to forecast game outcomes or player behaviour. It is also suitable for academic research into the psychology and financial mechanics of virtual item gambling.
Coverage
The dataset captures game events over a focused period, specifically from 25 August 2021 to 15 September 2021. The scope is limited to data collected from the single unnamed online casino platform described. The records concern the aggregated betting activity of players participating in the virtual item betting game during this three-week timeframe.
License
CC0: Public Domain
Who Can Use It
- Data Scientists: For training machine learning models to detect irregular betting patterns.
- Security Researchers: To uncover vulnerabilities or engineered biases in online game algorithms.
- Financial Fraud Analysts: To track the flow of real money equivalence within virtual item economies.
- Gaming Auditors: To verify the advertised randomness and fairness of online gambling platforms.
Dataset Name Suggestions
- Online Virtual Casino Game Events 2021
- Unfair Casino Betting Data Log
- Virtual Item Gambling Analytics
- Moderator Activity and Casino Outcomes
Attributes
Original Data Source: Virtual Item Gambling Analytics
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