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

60%

60% -- purchase likelihood with gamification for consumers (2026)

2026  · asento.dk

60% of consumers are more likely to make a purchase if they are entertained with a game.

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Attribution: asento.dk View source
Lighthouse Research Team
Last verified:  ·  How we verify data →
Source verified Evidence graded
Value
60%
Unit
Percentage
Data Vintage
2026
Entity
consumers
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: 23/100 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; original study not identified

Methodology documented
Industrymarketing
Plain Text
consumers: 60% purchase likelihood with gamification. Source: asento.dk (2026). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gamification-purchase-likelihood-60pct
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<blockquote cite="https://lighthousedata.io/data/gamification-purchase-likelihood-60pct" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>60%</strong> -- purchase likelihood with gamification for consumers<br><small>Source: asento.dk (2026) · <a href="https://lighthousedata.io/data/gamification-purchase-likelihood-60pct" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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