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)
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%'
Attribution:
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Lighthouse Research Team
Last verified:
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Source verified
Evidence graded
Value
60%
Unit
Percentage
Data Vintage
2014
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
35
Freshness
95
Source
communityroundtable.com
Primary
Tier B
https://communityroundtable.com/community-manager-role/friday-roundup-strategy-operations-tactics ↗
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 ↗
Methodology
Approximate value; source states 'more than 60%' from State of Community Management 2014 research
Methodology documented
Segmentation
Industrymarketing
Cite this stat
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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