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

47%

47% -- customer engagement uplift for Businesses using gamification (2025)

2025  · TalentLMS

Businesses that use gamification see 47% more engagement compared to those that do not.

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Attribution: TalentLMS View source
Lighthouse Research Team
Last verified:  ·  How we verify data →
Source verified Evidence graded
Value
47%
Unit
Percentage
Data Vintage
2025
Entity
Businesses using gamification
Geography
US
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
TalentLMS Primary Tier C
https://beyondcart.com/useful-tips/gamification-in-ecommerce-7-proven-app-features-that-boost-sales-… ↗
Confidence: 23/100 Vintage: 2025 Channel: Deep Crawl
Source Article
Gamification in eCommerce: 7 Proven App Features That Boost Sales & Retention
Why Gamification Works in eCommerce Shopping has always had an element of excitement—finding a great deal, stumbling upon something new, or earning rewards. But in today’s crowded digital landscape, that spark often gets lost. For eCommerce brands, the challenge isn’t just getting customers to buy o…
Original Research
TalentLMS · Original study ↗

Cited from TalentLMS gamification survey

Methodology documented
IndustryeCommerce RegionUS RoleAll marketers Channelmulti-channel
Plain Text
Businesses using gamification: 47% customer engagement uplift. Source: TalentLMS (2025). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gamification-engagement-47pct
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<blockquote cite="https://lighthousedata.io/data/gamification-engagement-47pct" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>47%</strong> -- customer engagement uplift for Businesses using gamification<br><small>Source: TalentLMS (2025) · <a href="https://lighthousedata.io/data/gamification-engagement-47pct" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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