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

30%

30% -- browsing time increase for website users (2026)

2026  · asento.dk

Adding gamification to a website can increase users' browsing time by up to 30%.

  • Upper bound claim (up to 30%)
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Attribution: asento.dk View source
Lighthouse Research Team
Last verified:  ·  How we verify data →
Source verified Evidence graded
Value
30%
Unit
Percentage
Data Vintage
2026
Entity
website users
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
50
Source Trust
60
Citation Chain
20
Independence
30
Methodology
45
Freshness
95
asento.dk Primary Tier C
https://asento.dk/blog/gamification-guide/ ↗
Confidence: 48/100 Vintage: 2026 Channel: Common Crawl
Source Article
Alt, du skal vide om Gamification i 2026 🏆 → ASENTO Digital
Original Research
asento.dk · Original study ↗

Vendor blog citing unnamed research; upper-bound claim

Methodology documented
Industrymarketing
Plain Text
website users: 30% browsing time increase. Source: asento.dk (2026). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gamification-browsing-time-increase-30pct
HTML Embed
<blockquote cite="https://lighthousedata.io/data/gamification-browsing-time-increase-30pct" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>30%</strong> -- browsing time increase for website users<br><small>Source: asento.dk (2026) · <a href="https://lighthousedata.io/data/gamification-browsing-time-increase-30pct" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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