Effect of Gamification in an Online Grocery Store.

NCT ID: NCT04919668

Last Updated: 2021-10-01

Study Results

Results pending

The study team has not published outcome measurements, participant flow, or safety data for this trial yet. Check back later for updates.

Basic Information

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Recruitment Status

COMPLETED

Clinical Phase

NA

Total Enrollment

1185 participants

Study Classification

INTERVENTIONAL

Study Start Date

2021-06-30

Study Completion Date

2021-07-28

Brief Summary

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The overall objective of this research is to evaluate the impact of gamification on the diet quality of food choices made by American adults in an online grocery shopping experiment. Participants will shop for 12 food items from a grocery shopping list determined by the research team in a simulated online grocery store designed for this experiment. Each product has a nutritional quality score based on the Guiding Stars algorithm. The experiment tests the gamification of the nutritional quality score. Participants exposed to gamification see one to five crowns illustrating the nutritional quality of the food and a scoreboard indicating the total number of crowns from foods in the participant's shopping basket. Participants will be assigned to experimental conditions of gamification (game or no game) and a fictitious budget ($30 or $50). The investigators will test if the game and the budget affect the dietary quality of their final shopping baskets. The experiment is a 2x2 experimental design. The investigators hypothesize that the presence of gamification will change the dietary quality of participants' final shopping baskets. The investigators hypothesize that a higher budget will change the dietary quality of the final shopping basket. The investigators also hypothesize that the game and higher budget together will change the dietary quality of the final shopping basket.

Detailed Description

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Participants will be assigned to one of four experimental conditions:

1. Game=No and Budget = $30
2. Game=No and Budget = $50
3. Game=Yes and Budget = $30
4. Game=Yes and Budget = $50.

Variables:

1. Game: Indicates exposure to the game (dummy variable)
2. Budget: Indicates exposure low ($30) or high ($50) budget constraint (dummy variable).
3. Total number of crowns: sum of the number of crowns associated with the 12 items included in participants' final shopping baskets (a continuous variable that ranges from 12 to 60).
4. Number of crowns: number of crowns associated with each of the 12 items included in participants' final shopping baskets separately (a continuous variable that ranges from 1 to 5).

Conditions

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Food Selection Food Preferences Behavior, Eating

Study Design

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Allocation Method

RANDOMIZED

Intervention Model

PARALLEL

Primary Study Purpose

PREVENTION

Blinding Strategy

DOUBLE

Participants Investigators

Study Groups

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Low budget; no game

Participants will be asked to shop for 12 list items in the simulated grocery store without game elements (crowns and scoreboards) displayed. They will be given a low budget of $30.

Group Type SHAM_COMPARATOR

Simulated grocery shopping exercise

Intervention Type BEHAVIORAL

Participants will click a link and simulate an online grocery shopping experience by selecting items for 12 grocery categories.

High budget; no game

Participants will be asked to shop for 12 list items in the simulated grocery store without game elements (crowns and scoreboards) displayed. They will be given a high budget of $50.

Group Type ACTIVE_COMPARATOR

Simulated grocery shopping exercise

Intervention Type BEHAVIORAL

Participants will click a link and simulate an online grocery shopping experience by selecting items for 12 grocery categories.

Low budget; game

Participants will be asked to shop for 12 list items in the simulated grocery store with game elements (crowns and scoreboards) displayed. They will be given a low budget of $30.

Group Type ACTIVE_COMPARATOR

Simulated grocery shopping exercise

Intervention Type BEHAVIORAL

Participants will click a link and simulate an online grocery shopping experience by selecting items for 12 grocery categories.

High budget; game

Participants will be asked to shop for 12 list items in the simulated grocery store with game elements (crowns and scoreboards) displayed. They will be given a high budget of $50.

Group Type ACTIVE_COMPARATOR

Simulated grocery shopping exercise

Intervention Type BEHAVIORAL

Participants will click a link and simulate an online grocery shopping experience by selecting items for 12 grocery categories.

Interventions

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Simulated grocery shopping exercise

Participants will click a link and simulate an online grocery shopping experience by selecting items for 12 grocery categories.

Intervention Type BEHAVIORAL

Eligibility Criteria

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Inclusion Criteria

1. Participants who had 12 items in their final shopping cart.
2. Participants who had less than four items from the same food subcategory in their final shopping basket.
3. Participants who spent 120% or less of the budget assigned to them.
4. Aged 18 or older
5. Have access to a personal computer, laptop, tablet, or mobile phone.
6. Participants who were in the US when participating in the study.
Minimum Eligible Age

18 Years

Eligible Sex

ALL

Accepts Healthy Volunteers

Yes

Sponsors

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Duke University

OTHER

Sponsor Role collaborator

Wal-Mart Foundation

UNKNOWN

Sponsor Role collaborator

Tufts University

OTHER

Sponsor Role lead

Responsible Party

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Sean Cash

Professor

Responsibility Role PRINCIPAL_INVESTIGATOR

Locations

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Tufts University

Boston, Massachusetts, United States

Site Status

Countries

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United States

References

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Braga BC, Cash SB, Sarson K, Chang R, Mosca A, Wilson NLW. The gamification of nutrition labels to encourage healthier food selection in online grocery shopping: A randomized controlled trial. Appetite. 2023 Sep 1;188:106610. doi: 10.1016/j.appet.2023.106610. Epub 2023 Jun 2.

Reference Type DERIVED
PMID: 37269883 (View on PubMed)

Other Identifiers

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00001028

Identifier Type: -

Identifier Source: org_study_id

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