private static void UpdateStatus(VirtualCurrencyBalanceAlert gameStatus, VirtualCurrencyBalanceEvent currentStatus, string gameTitle, ILogger log)
        {
            if (currentStatus.VirtualCurrencyCount > 0)
            {
                gameStatus.VirtualCurrencyCounter = 0;
            }
            else
            {
                gameStatus.VirtualCurrencyCounter += 1;
            }

            if (gameStatus.VirtualCurrencyCounter < WarningThreshold)
            {
                gameStatus.Status = GameStatus.Available;
            }

            if (gameStatus.VirtualCurrencyCounter >= WarningThreshold && gameStatus.VirtualCurrencyCounter < CriticalThreshold)
            {
                gameStatus.Status = GameStatus.Warning;
                if (gameStatus.VirtualCurrencyCounter == WarningThreshold)
                {
                    log.LogWarning($"{DateTime.UtcNow} - Game {gameTitle} has reached WARNING level on Virtual Currency Balance Event count.");
                }
            }

            if (gameStatus.VirtualCurrencyCounter >= CriticalThreshold && gameStatus.VirtualCurrencyCounter < DownThreshold)
            {
                gameStatus.Status = GameStatus.Critical;
                if (gameStatus.VirtualCurrencyCounter == CriticalThreshold)
                {
                    log.LogWarning($"{DateTime.UtcNow} - Game {gameTitle} has reached CRITICAL level on Virtual Currency Balance Event count.");
                }
            }

            if (gameStatus.VirtualCurrencyCounter >= DownThreshold)
            {
                gameStatus.Status = GameStatus.Down;
                if (gameStatus.VirtualCurrencyCounter == DownThreshold)
                {
                    log.LogWarning($"{DateTime.UtcNow} - Game {gameTitle} has reached DOWN level on Virtual Currency Balance Event count.");
                }
            }

            gameStatus.VirtualCurrencyCount = currentStatus.VirtualCurrencyCount;
        }
        private static void UpdateAverageStatus(VirtualCurrencyBalanceAlert gameStatus, VirtualCurrencyBalanceEvent currentStatus, string gameTitle, ILogger log)
        {
            if (getAverageDifference(gameStatus.VirtualCurrencyCount, currentStatus.VirtualCurrencyCount) < float.Parse(config["AveragePercentile"]))
            {
                gameStatus.VirtualCurrencyAverageCounter = 0;
            }
            else
            {
                gameStatus.VirtualCurrencyAverageCounter += 1;
            }

            if (gameStatus.VirtualCurrencyAverageCounter < WarningThreshold)
            {
                gameStatus.AverageStatus = GameStatus.Available;
            }

            if (gameStatus.VirtualCurrencyAverageCounter >= WarningThreshold && gameStatus.VirtualCurrencyAverageCounter < CriticalThreshold)
            {
                gameStatus.AverageStatus = GameStatus.Warning;
                if (gameStatus.VirtualCurrencyAverageCounter == WarningThreshold)
                {
                    log.LogWarning($"{DateTime.UtcNow} - Game {gameTitle} has reached WARNING level on Virtual Currency Balance Event Count via Average Count..");
                }
            }

            if (gameStatus.VirtualCurrencyAverageCounter >= CriticalThreshold && gameStatus.VirtualCurrencyAverageCounter < DownThreshold)
            {
                gameStatus.AverageStatus = GameStatus.Critical;
                if (gameStatus.VirtualCurrencyAverageCounter == CriticalThreshold)
                {
                    log.LogWarning($"{DateTime.UtcNow} - Game {gameTitle} has reached CRITICAL level on Virtual Currency Balance Event Count via Average Count..");
                }
            }

            if (gameStatus.VirtualCurrencyAverageCounter >= DownThreshold)
            {
                gameStatus.AverageStatus = GameStatus.Down;
                if (gameStatus.VirtualCurrencyAverageCounter == DownThreshold)
                {
                    log.LogWarning($"{DateTime.UtcNow} - Game {gameTitle} has reached DOWN level on Virtual Currency Balance Event Count via Average Count..");
                }
            }

            gameStatus.VirtualCurrencyCount = currentStatus.VirtualCurrencyCount;
        }