Effect of Gamification in an Online Grocery Store.
The Effect of Gamification in an Online Grocery Store Experiment on Food Selection: a Randomized Controlled Trial
1 other identifier
interventional
1,185
1 country
1
Brief Summary
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Jun 2021
Shorter than P25 for not_applicable
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
First Submitted
Initial submission to the registry
May 27, 2021
CompletedFirst Posted
Study publicly available on registry
June 9, 2021
CompletedStudy Start
First participant enrolled
June 30, 2021
CompletedPrimary Completion
Last participant's last visit for primary outcome
July 28, 2021
CompletedStudy Completion
Last participant's last visit for all outcomes
July 28, 2021
CompletedOctober 1, 2021
September 1, 2021
28 days
May 27, 2021
September 29, 2021
Conditions
Keywords
Outcome Measures
Primary Outcomes (1)
Total number of crowns
Sum of number of crowns of foods included in the final shopping basket for each participant
One hour
Secondary Outcomes (1)
Number of crowns
One hour
Other Outcomes (2)
Total Guiding Stars points
One hour
Guiding Stars points
One hour
Study Arms (4)
Low budget; no game
SHAM COMPARATORParticipants 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.
High budget; no game
ACTIVE COMPARATORParticipants 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.
Low budget; game
ACTIVE COMPARATORParticipants 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.
High budget; game
ACTIVE COMPARATORParticipants 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.
Interventions
Participants will click a link and simulate an online grocery shopping experience by selecting items for 12 grocery categories.
Eligibility Criteria
You may qualify if:
- Participants who had 12 items in their final shopping cart.
- Participants who had less than four items from the same food subcategory in their final shopping basket.
- Participants who spent 120% or less of the budget assigned to them.
- Aged 18 or older
- Have access to a personal computer, laptop, tablet, or mobile phone.
- Participants who were in the US when participating in the study.
Contact the study team to confirm eligibility.
Sponsors & Collaborators
- Tufts Universitylead
- Duke Universitycollaborator
- Wal-Mart Foundationcollaborator
Study Sites (1)
Tufts University
Boston, Massachusetts, 02111, United States
Related Publications (1)
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.
PMID: 37269883DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- DOUBLE
- Who Masked
- PARTICIPANT, INVESTIGATOR
- Purpose
- PREVENTION
- Intervention Model
- PARALLEL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor
Study Record Dates
First Submitted
May 27, 2021
First Posted
June 9, 2021
Study Start
June 30, 2021
Primary Completion
July 28, 2021
Study Completion
July 28, 2021
Last Updated
October 1, 2021
Record last verified: 2021-09
Data Sharing
- IPD Sharing
- Will share
- Shared Documents
- STUDY PROTOCOL, SAP, ICF
- Time Frame
- Beginning 9 months and ending 36 months following article publication, or as required by a condition of awards and agreements supporting the research.
- Access Criteria
- Data will be available upon reasonable request. Proposals may be submitted up to 36 months of article publication. After 36 months, the data will be available at Tufts University data warehouse but without investigator support other than deposited metadata.
Deidentified individual participant data collected in this experiment will be shared upon reasonable request.