B
Evidence Grade B
Graded
accuracy verified by the review judge
Safe to Cite
Recent
30%
30% -- time on site increase for gamified platforms (2025)
On average, users spend 30% more time on gamified platforms.
- Secondary source without named original study citation
Attribution:
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Lighthouse Research Team
Last verified:
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Source verified
Evidence graded
Value
30%
Unit
Percentage
Data Vintage
2025
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
flume.co.za
Primary
Tier C
https://flume.co.za/gamification-in-digital-marketing/ ↗
Source Article
Gamification Digital Marketing
These days, everyone’s fighting for attention online. Brands, creators, even your local pizza place. That’s why simply showing up is not enough; you have to keep people interested, and that’s exactly what gamification can do. It’s a smart, creative way to make your marketing feel more like play than…
Original Research
flume.co.za
· Original study ↗
Methodology
Blog cites unnamed studies; original methodology not stated
Methodology documented
Segmentation
Industrymarketing
Cite this stat
Plain Text
gamified platforms: 30% time on site increase. Source: flume.co.za (2025). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gamified-platforms-time-on-site-increase
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<blockquote cite="https://lighthousedata.io/data/gamified-platforms-time-on-site-increase" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>30%</strong> -- time on site increase for gamified platforms<br><small>Source: flume.co.za (2025) · <a href="https://lighthousedata.io/data/gamified-platforms-time-on-site-increase" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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