B
Evidence Grade B
Graded
accuracy verified by the review judge
Safe to Cite
Current
40%
40% -- share of global population with gaming conditioned expectations for global population (2026)
Over 40% of the global population carries gaming-conditioned expectations into every app they use.
- Source states 'over 40%'
Attribution:
View source
Lighthouse Research Team
Last verified:
·
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Source verified
Evidence graded
Value
40%
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
75
Source Trust
60
Citation Chain
20
Independence
30
Methodology
35
Freshness
95
Source
BITKRAFT Ventures
Primary
Tier B
https://www.bitkraft.vc/insights/the-future-of-consumer-apps-2026 ↗
Source Article
The Future of Consumer Apps 2026
Original Research
BITKRAFT Ventures
· Original study ↗
Methodology
BITKRAFT report estimate
Methodology documented
Segmentation
Industrymarketing
Cite this stat
Plain Text
global population: 40% share of global population with gaming conditioned expectations. Source: BITKRAFT Ventures (2026). Via Lighthouse Intelligence -- https://lighthousedata.io/data/gaming-conditioned-population-40pct
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<blockquote cite="https://lighthousedata.io/data/gaming-conditioned-population-40pct" style="border-left:3px solid #2563eb;padding:12px 16px;margin:16px 0;font-family:system-ui,sans-serif;background:#f0f4ff;"><strong>40%</strong> -- share of global population with gaming conditioned expectations for global population<br><small>Source: BITKRAFT Ventures (2026) · <a href="https://lighthousedata.io/data/gaming-conditioned-population-40pct" target="_blank" rel="noopener">Lighthouse Intelligence</a></small></blockquote>
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