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TwitterHow prevalent is sports betting across the United States? This dataset provides information on the legal status of sports betting, revenue generated by sports betting, the number of sports betting outlets, and more. Use this dataset to compare the revenue generated by sports betting across different states
This dataset can be used to understand the prevalence of sports betting across the United States and to compare the revenue generated by sports betting across states.
File: New Jersey.csv | Column name | Description | |:------------------|:--------------------------------------------------------------| | date | The date of the data. (Date) | | New Jersey | The amount of money bet on sports in New Jersey. (Numeric) | | Pennsylvania | The amount of money bet on sports in Pennsylvania. (Numeric) | | Delaware | The amount of money bet on sports in Delaware. (Numeric) | | Mississippi | The amount of money bet on sports in Mississippi. (Numeric) | | Nevada | The amount of money bet on sports in Nevada. (Numeric) | | Rhode Island | The amount of money bet on sports in Rhode Island. (Numeric) | | West Virginia | The amount of money bet on sports in West Virginia. (Numeric) | | Arkansas | The amount of money bet on sports in Arkansas. (Numeric) | | New York | The amount of money bet on sports in New York. (Numeric) | | Iowa | The amount of money bet on sports in Iowa. (Numeric) | | Indiana | The amount of money bet on sports in Indiana. (Numeric) | | Oregon | The amount of money bet on sports in Oregon. (Numeric) | | New Hampshire | The amount of money bet on sports in New Hampshire. (Numeric) | | Michigan | The amount of money bet on sports in Michigan. (Numeric) | | Montana | The amount of money bet on sports in Montana. (Numeric) | | Colorado | The amount of money bet on sports in Colorado. (Numeric) | | Washington DC | The amount of money bet on sports in Washington DC. (Numeric) | | Illinois | The amount of money bet on sports in Illinois. (Numeric) | | Tennessee | The amount of money bet on sports in Tennessee. (Numeric) |
File: PopulationStates.csv | Column name | Description | |:--------------|:----------------------------------------------------| | State | The state in which the data was collected. (String) |
File: homeless.csv | Column name | Description | |:----------------|:----------------------------------------------------| | year | The year the data was collected. (Integer) | | unsheltered | The number of people who are unsheltered. (Integer) |
File: income.csv | Column name | Description | |:------------------|:--------------------------------------------------------------| | Pennsylvania | The amount of money bet on sports in Pennsylvania. (Numeric) | | Delaware | The amount of money bet on sports in Delaware. (Numeric) | | Mississippi | The amount of money bet on sports in Mississippi. (Numeric) | | Nevada | The amount of money bet on sports in Nevada. (Numeric) | | Rhode Island | The amount of money bet on sports in Rhode Island. (Numeric) | | West Virginia | The amount of money bet on sports in West Virginia. (Numeric) | | Arkansas | The amount of money bet on sports in Arkansas. (Numeric) | | New York | The amount of money bet on sports in New York. (Numeric) | | Iowa | The amount of money bet on sports in Iowa. (Numeric) | | Indiana | The amount of money bet on sports in Indiana. (Numeric) | | New Hampshire | The amount of money bet on sports in New Hampshire. (Numeric) | | Michigan | The amount of money bet on sports in Michigan. (Numeric) | | Colorado | The amount of money bet on sports in Colorado. (Numeric) | | Washington DC | The amount of money bet on sports in Washington DC. (Numeric) | | Illinois | The amount of money bet on sports in Illinois. (Nume...
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Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online casino gaming began on October 12, 2021. (3) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (4) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of online casino gaming Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter. (5) Payment rate is 18% of Gross Gaming Revenue until September 2026; 20% for all subsequent periods. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (6) MPTN began on-reservation online casino gaming on December 7, 2021, the Mohegan Tribe began on-reservation online casino gaming on May 6, 2022. (7) In July 2024, Mohegan Digital, LLC's online gaming operator identified and reported data latency issues that caused errors in the May 2024 payment calculations submitted to the State of Connecticut. Mohegan Digital, LLC amended their May 2024 return, which resulted in a decrease of $679 in both Wagers and Win/(loss) and a decrease of $104 in Payment. Amended figures are shown above.
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Gambling Data UAE gives you all the important contact numbers that you need for betting. Likewise, this contact lead helps people choose the best places to gamble by showing what games are profitable. This database is very important for SMS and telemarketing. People effortlessly use this in any CRM software. In fact, gamblers use this library to learn the player’s preferences and interests. So, if you buy Gambling Data UAE, you can get contacts from trusted gamblers all over UAE. Our Gambling Data UAE is a great way to help your business grow in the sector. In UAE, popular forms of gambling include lotteries, card games like Rummy and Teen Patti, and casino games (both physical and online). As betting becomes more prevalent in your country day by day. Hence, this news is crucial for marketing and understanding the betting industry. Overall, this dataset has all the faithful contacts for gaining more money than your expense. UAE gambling data is a powerful tool for businesses in the gambling industry across the country. Furthermore, our UAE gambling data gives you valuable information to reach the right audience. Which improves your client’s concentration. Above all, you can say that this directory is a key to enabling business expansion. For supporting competitiveness, and assuring long-term success. Hence, anyone can purchase this database for their needs. Moreover, using this UAE gambling data enables you to give proper publicity and make informed business choices. In addition, utilizing this effectively can enhance the development of your gambling enterprise across the UAE. This data helps to compare gambling audiences in the UAE. To assist you in understanding how many people confront in and interact with gambling and sports betting sports. With over 4,800 downloads worldwide and even growing, the TGM Gambling and Sports Betting Report provides valuable, trustworthy data. So, buy the contact lead from our website.
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TwitterThe last decade has ushered in a convergence of video gaming and gambling activities. The aim of this thesis was to examine three gambling products related to video games that emerged in the 2010s but are only beginning to be explored in the literature: esports cash betting, esports skin betting, and skin gambling. Esports cash betting involves gambling money on video gaming competitions (esports), typically through regulated online wagering operators or dedicated esports betting providers. In contrast, esports skin betting involves using virtual video game items known as “skins” as opposed to cash to bet on esports; usually facilitated through unregulated online operators. Lastly, these unregulated online operators also often enable skin gambling, where skins are gambled on games of chance, such as roulette, coin-flip, and jackpots (Grove 2016a, 2016b). The main themes explored in this thesis were derived from research on other gambling products. These themes include exposure and accessibility to the three novel gambling activities, motivations for engagement, impacts such as gambling-related harm, and involvement in other forms of monetary gambling. The research entailed three main stages, with earlier stages informing the design of subsequent activities, inclusive of a literature review, qualitative interviews, and a quantitative cross-sectional online survey.
The literature review conducted in Stage 1 provides an historical overview of esports betting and skin gambling, and reviews current knowledge. It highlights the growing popularity of these newer forms of gambling, particularly amongst young males. These activities are also advertised heavily to young people. The review discusses concerns that esports betting and skin gambling may contribute to the development of problem gambling, and to underage gambling, as well as industry and government responses to these issues.
The qualitative interviews in Stage 2 were conducted with 30 young male esports bettors and skin gamblers. The interviews explored their experiences of exposure and accessibility to these activities, and the impacts of their engagement. A thematic analysis identified 13 subthemes. Key findings indicated that: 1) gambling with skins provides easily accessible betting options for underage gamblers, 2) skin gambling and esports betting contribute to gambling problems and harm, 3) gambling with skins often precedes engagement in monetary gambling, and 4) esports potentially normalises gambling among youth.
Finally, the quantitative survey in Stage 3 collected data from 737 adult esports bettors and skin gamblers, and the findings were explored in two chapters. The first chapter examined a conceptual model linking video game involvement, video game-related gambling, traditional monetary gambling, and consequent gambling problems and harm. The findings suggested that skin gambling on games of chance was directly linked to gambling problems and harm, while cash betting on esports was only indicative of interest in many forms of potentially harmful gambling. The second chapter explored differences in motivations for engaging in esports cash betting, esports skin betting, and skin gambling on games of chance, and whether these motivations differed by product. It also explored whether the different motivations were associated with gambling frequency, problems, and harm. The results indicated that financial gain and enhancement (e.g., excitement, more enjoyment when watching esports) were the main motivations for all activities, while skin acquisition was an additional motivation for esports skin betting and skin gambling. The competition/challenge motivation for esports skin betting and skin gambling was associated with more frequent gambling, but nevertheless this did not necessarily lead to greater observed gambling problems or harm. Finally, for skin gambling on games of chance, the financial gain motivation was associated with more frequent esports skin betting, and also with greater problem gambling severity and gambling-related harm. A consistent finding for all three activities was that greater motivation for regulating internal states (i.e., to escape, to improve mood) was associated with greater problem gambling severity and experiencing more gambling-related harms regardless of the activity.
This research program contributes to knowledge on the emerging phenomena of esports cash betting, esports skin betting and skin gambling, by documenting their historical development and analysing the experiences, motivations, and potential consequences of participation in these activities. The findings highlight the potential risks and harms associated with these forms of gambling, particularly skin gambling, and the need for more research and regulation to protect vulnerable individuals who engage in these novel forms, such as young people. The findings have the potential to inform education and public health programs, support resources, consumer protection frameworks, and harm minimisation strategies. Skin betting and gambling are often provided outside a strong regulatory framework, and thus these findings are pertinent to an understanding of what, if any, changes in governance should be made.
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Gambling Data Greece gives you access to valuable contacts across the gambling industry. This database includes player demographics, betting trends, revenue figures, and competitive landscape. Most importantly, we collect these contacts from a dependable source through verification. The gambling market in Greece has grown a lot in recent years. Thus, the reason is people’s lifestyles are changing and they have more money to spend. This is becoming more popular here. Moreover, it includes online casinos, sports betting platforms, and poker rooms. Moreover, Gambling Data Greece can help you connect with people in the gambling industry. Therefore, it gives important information about gambling activities in the country. Thus, this database shows who gambles, the types of gambling they do, and the money involved. Anyone can find gamblers’ contact numbers, names, ages, and more in our database. However, businesses can use this data to plan better ways to sell products to gamblers. Greece Gambling data is a helpful resource for businesses looking to reach the right audience. Besides, this country has a population of over 10 million and has many people who enjoy gambling. This database includes accurate contact details such as names, phone numbers, and emails of active gamblers. This makes it ideal for targeting potential customers. Whether your business focuses on casinos, online gaming, or sports betting, this data helps target the right audience. Consequently, you can efficiently promote services and grow sales. Moreover, with Greece Gambling data, you can connect with more customers, improve your marketing strategies, and boost your profits. You can use it to send special promotions, share new game updates, or offer exclusive deals directly to interested customers. This saves time and helps you achieve better results. Lastly, it is an easy way to grow your business and succeed in the gambling market.
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This dataset offers a comprehensive and dynamic overview of the evolving landscape of online sports betting within the state.
Notes: (1) Monthly payments are due to the State by the 15th of the following month. (2) The operation of the online sports wagering began on October 12, 2021. (3) Monthly resettlements are wagers where the original settled wager result is modified due to an error or change in result of the underlying event. (4) Federal Excise Tax is 0.25% of Net Wagers. (5) This amount shall only include coupons and credits issued for use for gaming in the state and redeemed in the State of Connecticut. (6) Per Public Act 21-23, from October 2021 – September 2022 the promotional deduction is limited to the lesser of 25% of sports wagering Win/Loss, or actual promotional coupons or credits wagered. From October 2022 – September 2023 this limit drops to 20%, and to 15% thereafter.. (7) Payment rate is 13.75% of Gross Gaming Revenue. Monthly payment is the greater of the calculated payment or $0 (if calculated payment is negative). (8) In May 2022, MPI Master Wagering License CT, LLC reclassified $2.6M of certain bets from October 2021 - March 2022 originally reported as resettlements, as winnings. This had no impact on Gross Gaming Revenue or payments to the state because winnings and resettlements are treated the same in the GGR calculation. Corrected amounts are reported above. (9) In May 2022, MPI Master Wagering License CT, LLC revised its October 2021 filing to reflect patron winnings that were cashed after the close of operations during the limited hours of Soft Launch. This adjustment reduced the payment due to the State of Connecticut by $31,669; taken as a credit against the May 2022 payment due.
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TwitterThis survey charted the gambling, social media usage and subjective well-being of young people aged 15-25 years in the United States. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behaviour in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users evaluate, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3400). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids) and which online resources they had used to purchases these drugs (e.g. Facebook, Instagram, Craigslist). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their economic situation and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.
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Gambling Email List offers complete information about online casinos. This database is a fantastic way for marketers to do good business. Users can maximize their outreach by having the most up-to-date information. This email database provides the names of people who have used a specific casino. Furthermore, it details the results of every transaction they’ve made. Accordingly, you can target people interested in gambling, online betting, and gaming. This list also includes real estate, payments, and promotions. For this reason, if you want to market to this specific audience, you should use an email database.
Gambling Email List provided is a correct and constantly updated list. Especially in the consumer market for gaming, betting, and gambling, this list is highly effective. On the other hand, it also works for anyone who wants to promote various products or services. Moreover, List to Data is a reliable provider of email databases globally. All of the information they In addition, their experts verify all data to ensure full records. In conclusion, you can keep the gambling email list and receive a new, updated list regularly. Essentially, this database is perfect for everyone who wants to go ahead in the casino. Gambling Email Database is one of the best marketing tools available. You can use it to reach people who might buy your products or use your services. For instance, sending emails to casual gamblers is a proven way to engage them. If you’re trying to help a friend win money at the casino, our service can be helpful. We promise you will be happy with the results of using this data. Therefore, you can get our email list without any hassle.
Gambling Email Database can be extremely effective if you use it correctly. For this reason, casinos often use our long list for advertising sports gambling. This helps them attract many people to their websites. Above all, these email addresses will bring in a lot of new users and a lot of money. If you own a business where people gamble, this information is perfect for you.
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TwitterThis survey charted the gambling, social media usage and subjective well-being of young people aged 15-30 years in Finland. The study was conducted as part of the "Problem Gambling and Social Media: Social Psychological Study on Youth Behavior in Online Gaming Communities" research project. The aim of the project was to analyse how young social media users assess, adopt and share gambling-related online content and how online group processes affect their gambling and gambling-related attitudes. This dataset contains additional data collected from popular Finnish social media sites. FSD's holdings also include two other datasets that were collected using a nearly identical questionnaire (FSD3399 and FSD3591). Data for the research project have been collected in Finland, the United States, Spain, and South Korea. First, the respondents were asked which social media services they used (e.g. Facebook, YouTube, Instagram, discussion forums, online casinos) and how often. Topics that the respondents discussed on gambling-related social media were charted more closely, and they were asked, for example, whether the discussion usually related to instructions or tips on gambling or to problem gambling and recovering from problem gambling. Some questions on the respondents' social media activity were also presented, for instance, how often they saw gambling-related advertising online, how often they changed their most important social media passwords, and how often they uploaded pictures of themselves on social media. The respondents were asked whether they had ever been harassed online or had been the victim of a crime on the Internet in the past three years (e.g. defamation, identity theft, fraud, sexual harassment). The respondents' identity bubbles on social media were surveyed by using the IBR scale (Identity Bubble Reinforcement Scale). The respondents were asked, for instance, whether they thought they could be themselves on social media and whether they only interacted with people similar to them on social media. Additionally, the CIUS scale (Compulsive Internet Use) was used to examine problems related to Internet use. Questions focused on, for example, whether the respondents found it difficult to stop using the Internet when they were online, whether people close to them said they should use the Internet less, and whether they felt restless, frustrated or irritated when they couldn't use the Internet. In the next section of the questionnaire, the respondents were randomly assigned to two groups for a vignette experiment. Respondents in the test group were told they belong to Group C because they had answered the earlier questions in a similar manner to others in the group. Those in the control group were given no information on the group. The respondents were presented with different gambling-related social media scenarios, and they were asked to evaluate the contents of the gambling-related messages by "liking" or "disliking" the message or by not reacting to it at all. Each respondent was shown four different gambling messages with different contents. Three factors were manipulated in the scenarios (2x2x2 design): expressed stance of the message on gambling (positive or negative), narrative perspective of the message (experience-driven first-person narration or fact-driven third-person narration) and majority opinion of other respondents on the message (positively or negatively biased distribution of likes or dislikes). For Group C, the majority opinion was seemingly provided by other Group C members, whereas for the control group the majority opinion was seemingly provided by other respondents. Additionally, the respondents' attitudes towards the message were surveyed with statements regarding, for instance, how likely they would find the message interesting or share it on social media. Next, the respondents' attitudes towards gambling were charted by using the ATGS scale (Attitudes Towards Gambling Scale). They were asked, for example, whether people should have the right to gamble whenever they want, whether most people who gamble do so sensibly and whether it would be better if gambling was banned altogether. The respondents' gambling habits were examined by using the SOGS scale (South Oaks Gambling Screen), and they were asked, for instance, which types of gambling they had done in the past 12 months (played slot machines, visited an online casino, bet on lotteries etc.), whether the people close to them had gambling problems, and whether they had borrowed money to gamble or to pay gambling debts. In addition, the respondents' alcohol consumption was surveyed with a few questions from the AUDITC scale (The Alcohol Use Disorders Identification Test), and they were asked whether they had used various drugs for recreational purposes (e.g. cannabis, LSD, amphetamine, opioids). The respondents' subjective well-being and social relationships were examined next. The respondents were asked how happy they were in general and how satisfied they were with their financial circumstances and life in general. They were also asked how well the single statement "I have high self-esteem" from the SISE scale (Single-item Self-esteem Scale) described them. The three statements on lacking companionship, feeling left out and feeling isolated from the LONE scale (Three-item Loneliness Scale) were also included in the survey. Feelings of belonging to different groups or communities (e.g. family, friends, neighbourhood, parish/religious community) were charted, and the 12-item GHQ scale (General Health Questionnaire) was used to survey the respondents' recent mental health. Questions included, for example, whether the respondents had been able to concentrate on what they were doing, had felt they couldn't overcome their difficulties, and had been losing confidence in themselves. Finally, the respondents' sense of control over the events in their lives was examined with the MASTERY scale (Sense of Mastery Scale), with questions focusing on, for instance, whether they thought they had little control over the things that happen to them and whether they often felt helpless in dealing with the problems of life. The respondents' impulsivity was surveyed by using the EIS scale (Eysenck Impulsivity Scale) and their willingness to delay gratification was surveyed with the GRATIF scale (Delay of Gratification). Background variables included the respondent's gender, age, country of birth (own and parents') level of education, type of municipality of residence, number of inhabitants in municipality of residence, household composition, disposable income, possible financial problems, and economic activity and occupational status.
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The similarities and differences in the behaviors of different people have long been of interest, particularly in psychology and other social science fields. Understanding human behavior in particular contexts can help us to make informed decisions. Consider a game of poker - understanding why players raise, call, and fold in various situations can provide a distinct advantage competitively.
Along these lines, we are going to focus on the behavior on online gamblers from a platform called Bustabit. There are a few basic rules for playing a game of Bustabit:
You bet a certain amount of money (in Bits, which is 1 / 1,000,000th of a Bitcoin) and you win if you cash out before the game busts. Your win is calculated by the multiplier value at the moment you cashed out. For example, if you bet 100 and the value was 2.50x at the time you cashed out, you win 250. In addition, a percentage Bonus per game is multiplied with your bet and summed to give your final Profit in a winning game. Assuming a Bonus of 1%, your Profit for this round would be (100 x 2.5) + (100 x .01) - 100 = 151 The multiplier increases as time goes on, but if you wait too long to cash out, you may bust and lose your money. Lastly, the house maintains slight advantages because in 1 out of every 100 games, everyone playing busts.
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Gambling Data Brazil gives you access to valuable contacts across the gambling industry. In addition, this dataset retains player demographics, betting trends, revenue figures, and competitive landscape. Most importantly, we collect these contacts from a dependable and faithful source through verification. Our data about the characteristics of gamblers, includes age, gender, income level, and geographic location. In fact, you can get this contacts list in an Excel and CSV file from our website. Further, Gambling Data Brazil will give you quick responses from clients and you can increase your business. In Brazil, various types of gambling are popular with diverse interests. Betting and lotteries are widely popular for their accessibility and potential for large winnings. Above all, we will give you an up-to-date contact list at a more affordable cost than others. So, if you want to succeed in this field, you should count our Gambling Data Brazil. Brazil gambling data enables targeted marketing efforts, that ensure ads reach the right audience. This contact tool is a great way for online marketing campaigns. Even, anybody can promote your products or services very easily through this. Our service ensures delivery within some time, so people stay connected. You can gain many special offers from our Brazil gambling data. Likewise, by using this gambling data you can grow a dynamic industry that brings higher ROI. Our Brazil gambling database offers various advantages for the gambling business. However, this provides insights into customer preferences behavior, and needs. Further, understanding popular games and betting platforms allows businesses to match clients’ interests. As such, that boosts attention and loyalty and creates an opportunity to win more. Analyzing trends in gambling behavior helps inform strategic decisions. Also, introducing new games to stay ahead of competitors. Overall, trust us and buy it now without any time wasted.
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Gambling Data Belarus delivers you access to valuable contacts across the gambling industry. In fact, this lead retains player demographics, betting trends, revenue figures, and competitive landscape. Most importantly, we handle these contacts from a dependable and reliable source through verification. Our library about the features of gamblers, includes age, gender, income level, and geographic location. In addition, people can bring this contacts list in an Excel and CSV file from our website. Further, Gambling Data Belarus will give you quick responses from clients and you can increase your business. In Belarus, various types of gambling are popular with diverse interests. Anyway, betting and lotteries are widely famous for their accessibility and possibility for large winnings. However, we will provide you with an up-to-date contact list at a more reasonable price than others. Hence, if you like to succeed in this field, you should count on our Gambling Data Belarus. Belarus gambling data enables targeted marketing efforts, that ensure ads reach the right customer. This contact tool is a fantastic strategy for online marketing campaigns. Even, everybody can grow their products or services very easily through this. You can gain many special offers from our Belarus gambling data. Similarly, by utilizing this gambling dataset you can develop a dynamic industry that brings higher ROI. Also, you can buy a GDPR-verified number database. Our Belarus gambling database offers various advantages for the gambling business. Nevertheless, this supplies insights into customer likes, behavior, and needs. Above all, apprehending popular games and betting platforms allows businesses to match clients’ interests. As such, that increases concentration and dedication and creates an opportunity to win more. Scrutinizing trends in gambling conduct support and inform strategic decisions. To this end, trust us and purchase it now without any time wasted.
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Gambling Data Nigeria gives you many authentic gambler contact lists. Besides, our gambling data is information about gambling activities and behaviors. Thus, it contains details about how many people use gambling platforms, both online and offline. In Nigeria, more adults struggle with gambling addiction compared to Western countries. Yet, it holds the most people in the world, with over 1.4 billion residents. Also, this gambling data Nigeria helps gambling businesses understand their customers better and make decisions for smarter marketing. However, it reveals which games people like, how often they gamble and bet, and how much they spend. With this gambling data Nigeria, you can make smart choices and improve your marketing to reach the right audience. If you’re glad to develop your business that stands out, contact us today. Our expert team is ready to assist you build the best career that will take your business to the next level. Nigeria gambling data has lots of benefits for businesses in the Nigerian gambling world. Actually, it provides you with detailed info about what gamblers like, how they act, and who they are. In the thrilling world of gambling, having the correct information is crucial for success. Also, if you want to boost your business in this country, this Nigeria gambling data is an ideal solution. Further, we offer a complete and reliable database of gambler contacts for businesses in the Nigerian market. Moreover, this Nigeria gambling data is an excellent tool for online marketing in this country. With this genuine contact number list, you can smoothly follow your marketing plans. Most importantly, the best feature is that everyone can enjoy a fantastic return on investment (ROI). Thus, a gambling data set allows you to share special offers, news, or reminders in the language they comprehend best. To that end, you can purchase this from our popular website.
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TwitterThe data are the experiment data for the manuscript "A clean slate: adapting the realization effect to online gambling and its effectiveness in people with gambling problems".
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Roulette has been a cornerstone in the study of randomness and statistics since its invention, influencing not only physical casinos but also online platforms. I have created a unique dataset that simulates a roulette wheel, not only to explore the random generation of numbers but also to illustrate how certain techniques can be easily employed by online casinos for fraudulent activities.
-Temporal and Climatic Variables: Each spin is precisely recorded, integrating sports results and weather conditions that influence fraud techniques.
-Dynamic Fraud Techniques: I have created 53 different fraud techniques, including 5 advanced hybrid techniques that combine various manipulation methods. I select and change fraud techniques daily, adjusting them according to the 'peak hours' of casino traffic to reflect realistic manipulation methods.
-Influence of Historical Results: I use spin histories to determine 'hot' (more frequent) and 'cold' (less frequent) numbers, which are key to deciding the fraud techniques at any given moment.
-Distributions and Biases: The distributions of resulting numbers are adjusted based on these analyses, showing how historical information can be used to manipulate future results.
-Majority of Legitimate Spins: Almost 95% of the spins in this dataset are completely legitimate, without any manipulation, reflecting the normal operation of a roulette wheel.
-Fraud Concentrated During Peak Hours, Weeks, Months, and Days: The remaining 5% corresponds to fraudulent spins, strategically distributed during peak hours, weeks, months, and days, covering a period of one year. This proportion highlights the importance of thoroughly auditing these high-activity periods.
I would love to see more studies on this database, so I encourage everyone who reads this post to share the insights you discover.
Here is the list of strategies used in the dataset (some of them are not as intuitive as they might seem by their names):
0 == No Fraud 1. 'number_bias' 2. 'predictable_sequences' 3. 'color_omission' 4. 'low_range_bias' 5. 'sequence_repetition' 6. 'cyclic_alteration' 7. 'day_night_bias' 8. 'altered_zero_frequency' 9. 'random_alterations' 10. 'temporal_bias' 11. 'day_hour_bias' 12. 'day_of_week_bias' 13. 'day_of_month_bias' 14. 'bimodal_distribution' 15. 'fibonacci_bias' 16. 'parity_alteration' 17. 'prime_sequence' 18. 'double_sinusoidal_distribution' 19. 'normal_distribution' 20. 'time_series_patterns' 21. 'adaptive_variation' 22. 'wear_simulation' 23. 'advanced_hybrid_1' 24. 'advanced_hybrid_2' 25. 'advanced_hybrid_3' 26. 'advanced_hybrid_4' 27. 'advanced_hybrid_5' 28. 'previous_result_sum_bias' 29. 'special_dates_bias' 30. 'weighted_global_events_distribution' 31. 'previous_winning_combinations_bias' 32. 'sentiment_analysis_alteration' 33. 'weighted_day_of_month_bias' 34. 'weather_patterns_bias' 35. 'weighted_hour_of_day_distribution' 36. 'sports_events_bias' 37. 'lunar_cycles_modulation' 38. 'high_range_bias' 39. 'inverse_prime_sequence' 40. 'alternate_parity_bias' 41. 'zero_series_frequency' 42. 'game_history_bias' 43. 'gaussian_noise_modulation' 44. 'time_weighted_distribution_bias' 45. 'last_digit_bias' 46. 'cumulative_temporal_bias' 47. 'hidden_previous_results_patterns' 48. 'weighted_hot_cold_oscillation' 49. 'adaptive_hot_cold_sequence' 50. 'cold_number_mirage' 51. 'hot_number_evasion' 52. 'false_cold' 53. 'hot_deviation'
Attached is an example of analysis for a specific hour using a specific strategy, in this case, "double_sinusoidal_distribution":
https://www.googleapis.com/download/storage/v1/b/kaggle-user-content/o/inbox%2F9698182%2Ff536eaa650aeebb5737a9d9a2ec53665%2Foutputexample.png?generation=1720566276284440&alt=media" alt="">
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Gambling Data China shows how people in China like to play games and bet money. It includes game types, spending amounts, and locations such as casinos, online games, or sports betting. With this data, businesses can make better decisions, offering services that people enjoy. Furthermore, by understanding what gamblers like, companies can send them the best offers. This data helps businesses grow and satisfy customers. By using gambling data, you can improve strategies and ensure your business succeeds and thrives. Also, Gambling Data China helps businesses reach people in this country who enjoy gambling. It’s a phone number list that lets businesses send special offers or information. This helps businesses bring in more customers and make more sales. Therefore, choosing this great for your business development purposes will be a great decision for your business. Also, we can assure you that our database service is the best in this segment. China Gambling Data is the best way to boost your business and earn more money. If you’re in the gambling industry and want to expand in China, you have come to the right place. We are a top database provider in the region, offering valid and active gambler contact lists. This database will help your business grow and reach more customers. It can be based on future events, such as sports matches. This gambling data provides a powerful tool that helps your business grow more quickly and efficiently. Moreover, China Gambling Data is easy and can fit perfectly with your current marketing strategies. You can send targeted emails to gamblers, promoting special offers and discounts. Also, this database helps you create ads that reach the right audience, improving your chances of success. Additionally, you can launch loyalty programs to reward your top customers and keep them coming back.
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TwitterBackground Health economic analysis aimed at informing policy makers and supporting resource allocation decisions has to evaluate not only improvements in health but also avoided decline. Little is known however, whether the "direction" in which changes in health are experienced is important for the public in prioritizing among patients. This experimental study investigates the social value people place on avoiding (further) health decline when directly compared to curative treatments in resource allocation decisions.
Methods
127 individuals completed an interactive survey that was published in the World Wide Web. They were confronted with a standard gamble (SG) and three person trade-off tasks, either comparing improvements in health (PTO-Up), avoided decline (PTO-Down), or both, contrasting health changes of equal magnitude differing in the direction in which they are experienced (PTO-WAD). Finally, a direct priority ranking of various interventions was obtained.
Results
Participants strongly prioritized improving patients' health rather than avoiding decline. The mean substitution rate between health improvements and avoided decline (WAD) ranged between 0.47 and 0.64 dependent on the intervention. Weighting PTO values according to the direction in which changes in health are experienced improved their accuracy in predicting a direct prioritization ranking. Health state utilities obtained by the standard gamble method seem not to reflect social values in resource allocation contexts.
Conclusion
Results suggest that the utility of being cured of a given health state might not be a good approximation for the societal value of avoiding this health state, especially in cases of competition between preventive and curative interventions.
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TwitterThe Gaming and Betting Study: Survey of Loyalty Card Customers, Waves 1 and 2, 2014-2016 was commissioned by the Responsible Gambling Trust (now GambleAware), as part of a programme of research looking at users of machines in bookmakers. This programme aimed to examine whether industry data generated by machines in bookmakers could be used to distinguish between harmful and non-harmful patterns of play.
A baseline survey of people who had a loyalty card for Ladbrokes, William Hill or Paddy Power was conducted in 2014. The survey included questions about gambling behaviour and questions which measured whether someone was a problem gambler or not. Permission was sought to link participant’s survey data with their loyalty card data (this is not included in the deposited dataset). Overall, 4,727 people took part in the survey and 4,001 people agreed that their survey responses and their loyalty card data could be linked. Data was collected either via a web survey or a telephone interview.
A follow-up study was commissioned in 2016 to explore changing patterns of gambling behaviour over time, examine changes in problem gambling behaviour, and identify who is more likely to change problem gambling status. Telephone interviews took place between May and August 2016 and total of 1552 full interviews were obtained.
This study contains the data for all individuals who gave a full interview at both waves.
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Gambling Data Singapore gives you many authentic gambler contact lists. Furthermore, this gambling data is information about gambling activities and behaviors. Thus, it includes details about how many people use gambling platforms, both online and offline. In Singapore, more adults struggle with gambling addiction compared to Western countries. However, it holds the most people in the world, with over 1.4 billion residents. Also, this gambling data Singapore helps gambling businesses understand their customers better and make decisions for smarter marketing. However, it shows which games people like, how often they gamble and bet, and how much they spend. With this gambling data Singapore, you can make smart choices and improve your marketing to reach the right audience. If you’re ready to develop your business that stands out, contact us today. Our expert team is ready to help you build the best career that will take your business to the next level. Singapore gambling data has lots of benefits for businesses in the Singapore gambling world. Thus, it gives you detailed info about what gamblers like, how they act, and who they are. In the exciting world of gambling, having the correct information is crucial for success. Also, if you want to boost your business in this country, this Singapore gambling data is an ideal solution. Further, we offer a complete and reliable database of gambler contacts for businesses in the Singapore market. Moreover, this Singapore gambling data is an excellent tool for online marketing in this country. With this reliable contact number list, you can smoothly follow your marketing plans. Most importantly, the best part is that everyone can enjoy a fantastic return on investment (ROI). Thus, a gambling database allows you to share special offers, news, or reminders in the language they comprehend best. In the end, you can purchase this from our popular website.
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https://i.imgur.com/IjWUZfO.gif" alt="Crash Game">
About Game (Official Source From bc.game): "The Crash is a multiplayer game where you can choose between Classic and Trenball modes. In classic mode, you are allowed to cash the money after betting. The amount you can earn will depend on how many players are betting on the round. For the Trenball mode, you will be required to bet on a line color which can be a factor in your winning."
This dataset contains games from game ID 2828375 to 2899999 and all the bets in it.
If you think you can beat this game please check this link.
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TwitterHow prevalent is sports betting across the United States? This dataset provides information on the legal status of sports betting, revenue generated by sports betting, the number of sports betting outlets, and more. Use this dataset to compare the revenue generated by sports betting across different states
This dataset can be used to understand the prevalence of sports betting across the United States and to compare the revenue generated by sports betting across states.
File: New Jersey.csv | Column name | Description | |:------------------|:--------------------------------------------------------------| | date | The date of the data. (Date) | | New Jersey | The amount of money bet on sports in New Jersey. (Numeric) | | Pennsylvania | The amount of money bet on sports in Pennsylvania. (Numeric) | | Delaware | The amount of money bet on sports in Delaware. (Numeric) | | Mississippi | The amount of money bet on sports in Mississippi. (Numeric) | | Nevada | The amount of money bet on sports in Nevada. (Numeric) | | Rhode Island | The amount of money bet on sports in Rhode Island. (Numeric) | | West Virginia | The amount of money bet on sports in West Virginia. (Numeric) | | Arkansas | The amount of money bet on sports in Arkansas. (Numeric) | | New York | The amount of money bet on sports in New York. (Numeric) | | Iowa | The amount of money bet on sports in Iowa. (Numeric) | | Indiana | The amount of money bet on sports in Indiana. (Numeric) | | Oregon | The amount of money bet on sports in Oregon. (Numeric) | | New Hampshire | The amount of money bet on sports in New Hampshire. (Numeric) | | Michigan | The amount of money bet on sports in Michigan. (Numeric) | | Montana | The amount of money bet on sports in Montana. (Numeric) | | Colorado | The amount of money bet on sports in Colorado. (Numeric) | | Washington DC | The amount of money bet on sports in Washington DC. (Numeric) | | Illinois | The amount of money bet on sports in Illinois. (Numeric) | | Tennessee | The amount of money bet on sports in Tennessee. (Numeric) |
File: PopulationStates.csv | Column name | Description | |:--------------|:----------------------------------------------------| | State | The state in which the data was collected. (String) |
File: homeless.csv | Column name | Description | |:----------------|:----------------------------------------------------| | year | The year the data was collected. (Integer) | | unsheltered | The number of people who are unsheltered. (Integer) |
File: income.csv | Column name | Description | |:------------------|:--------------------------------------------------------------| | Pennsylvania | The amount of money bet on sports in Pennsylvania. (Numeric) | | Delaware | The amount of money bet on sports in Delaware. (Numeric) | | Mississippi | The amount of money bet on sports in Mississippi. (Numeric) | | Nevada | The amount of money bet on sports in Nevada. (Numeric) | | Rhode Island | The amount of money bet on sports in Rhode Island. (Numeric) | | West Virginia | The amount of money bet on sports in West Virginia. (Numeric) | | Arkansas | The amount of money bet on sports in Arkansas. (Numeric) | | New York | The amount of money bet on sports in New York. (Numeric) | | Iowa | The amount of money bet on sports in Iowa. (Numeric) | | Indiana | The amount of money bet on sports in Indiana. (Numeric) | | New Hampshire | The amount of money bet on sports in New Hampshire. (Numeric) | | Michigan | The amount of money bet on sports in Michigan. (Numeric) | | Colorado | The amount of money bet on sports in Colorado. (Numeric) | | Washington DC | The amount of money bet on sports in Washington DC. (Numeric) | | Illinois | The amount of money bet on sports in Illinois. (Nume...