A post-event analysis reveals that attendees who participated in gamification had a 40% higher session attendance rate than non-participants. What conclusion is MOST supported by this finding?
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A
Gamification caused the event platform to malfunction for non-participants
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B
Gamification is correlated with deeper overall event engagement beyond the game itself
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C
Non-participants were less interested in the event topic
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D
The event content was only relevant to competitive personalities