B
Evidence Grade B
Graded
accuracy verified by the review judge
Safe to Cite
Current
22%
22% -- customer retention increase for Companies implementing gamified solutions (2026)
Companies that implement gamified solutions have seen customer retention increase by 22%.
- Attributed to unnamed studies without sample details
Attribution:
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Lighthouse Research Team
Last verified:
·
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Source verified
Evidence graded
Value
22%
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
50
Source Trust
60
Citation Chain
20
Independence
30
Methodology
45
Freshness
95
Source
ashleydudarenok.com
Primary
Tier C
https://ashleydudarenok.com/what-is-gamification-in-business/ ↗
Source Article
What Is Gamification in Business in China? Meaning, Examples & Strategy
Original Research
ashleydudarenok.com
· Original study ↗
Methodology
Attributed to unnamed studies; no study date or sample given.
Methodology documented
Segmentation
Industrymarketing
Cite this stat
Plain Text
Companies implementing gamified solutions: 22% customer retention increase. Source: ashleydudarenok.com (2026). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gamification-customer-retention-increase-22
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<blockquote cite="https://lighthousedata.io/data/gamification-customer-retention-increase-22" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>22%</strong> -- customer retention increase for Companies implementing gamified solutions<br><small>Source: ashleydudarenok.com (2026) · <a href="https://lighthousedata.io/data/gamification-customer-retention-increase-22" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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