Study Results
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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COMPLETED
NA
1185 participants
INTERVENTIONAL
2021-06-30
2021-07-28
Brief Summary
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Detailed Description
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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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Study Design
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RANDOMIZED
PARALLEL
PREVENTION
DOUBLE
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.
Simulated grocery shopping exercise
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.
Simulated grocery shopping exercise
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.
Simulated grocery shopping exercise
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.
Simulated grocery shopping exercise
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.
Eligibility Criteria
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Inclusion Criteria
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.
18 Years
ALL
Yes
Sponsors
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Duke University
OTHER
Wal-Mart Foundation
UNKNOWN
Tufts University
OTHER
Responsible Party
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Sean Cash
Professor
Locations
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Tufts University
Boston, Massachusetts, United States
Countries
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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.
Other Identifiers
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00001028
Identifier Type: -
Identifier Source: org_study_id
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