B
Evidence Grade B
Graded
accuracy verified by the review judge
Safe to Cite
Current
32%
32% -- product rating increase for Creative products (e.g. games) (2026)
Creative products (such as games) were rated up to 32% better when their content was considered creative.
- Upper bound figure ('up to 32%')
- Creative packaging had little effect or backfired
Attribution:
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Lighthouse Research Team
Last verified:
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Source verified
Evidence graded
Value
32%
Unit
Percentage
Data Vintage
2026
Entity
Evidence Quality
B
Strong, reliable evidence
Sourced from a well-regarded research firm or industry leader with transparent methodology and a reasonably large sample.
Single source - not yet corroborated
Score breakdown
Extraction
75
Source Trust
60
Citation Chain
20
Independence
30
Methodology
45
Freshness
95
Source
Science Says
Primary
Tier B
https://app.sciencesays.com/archive?page=9 ↗
Source Article
Science Says
Original Research
Science Says
· Original study ↗
Methodology
Behavioral research summary; upper-bound figure
Methodology documented
Segmentation
Industrymarketing
Cite this stat
Plain Text
Creative products (e.g. games): 32% product rating increase. Source: Science Says (2026). Via Lighthouse Intelligence -- https://lighthousedata.io/data/creative-content-product-rating
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<blockquote cite="https://lighthousedata.io/data/creative-content-product-rating" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>32%</strong> -- product rating increase for Creative products (e.g. games)<br><small>Source: Science Says (2026) · <a href="https://lighthousedata.io/data/creative-content-product-rating" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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