B Evidence Grade B Graded accuracy verified by the review judge Safe to Cite Dated

60%

60% -- gamification adoption rate for best-in-class communities (2014)

2014  · communityroundtable.com

More than 60% of best-in-class communities employed some form of gamification according to the State of Community Management 2014 report.

  • The source notes 'more than 60%'
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Attribution: communityroundtable.com View source
Lighthouse Research Team
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Source verified Evidence graded
Value
60%
Unit
Percentage
Data Vintage
2014
Entity
best-in-class communities
B
Strong, reliable evidence

Sourced from a well-regarded research firm or industry leader with transparent methodology and a reasonably large sample.

61/100 confidence

Single source - not yet corroborated

Extraction
75
Source Trust
60
Citation Chain
20
Independence
30
Methodology
35
Freshness
95
communityroundtable.com Primary Tier B
https://communityroundtable.com/community-manager-role/friday-roundup-strategy-operations-tactics ↗
Confidence: 52/100 Vintage: 2014 Channel: Deep Crawl
Source Article
Friday Roundup: The SOCM 2015 - Strategy, Operations & Tactics
By Shannon Abram, Relationship Manager at The Community Roundtable. If you’re following along regularly you may have noticed that our annual research report – The State of Community Management 2015 was released last week, and we couldn’t be more excited. The SOCM 2015 is the culmination of not just …
Original Research
communityroundtable.com · Original study ↗

Approximate value; source states 'more than 60%' from State of Community Management 2014 research

Methodology documented
Industrymarketing
Plain Text
best-in-class communities: 60% gamification adoption rate. Source: communityroundtable.com (2014). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gamification-adoption-best-in-class-2014
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<blockquote cite="https://lighthousedata.io/data/gamification-adoption-best-in-class-2014" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>60%</strong> -- gamification adoption rate for best-in-class communities<br><small>Source: communityroundtable.com (2014) · <a href="https://lighthousedata.io/data/gamification-adoption-best-in-class-2014" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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