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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

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT04919668
Enrollment
1185
Registered
2021-06-09
Start date
2021-06-30
Completion date
2021-07-28
Last updated
2021-10-01

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Behavior, Eating, Food Preferences, Food Selection

Keywords

Gamification

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.

Detailed description

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).

Interventions

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

Sponsors

Duke University
CollaboratorOTHER
Wal-Mart Foundation
CollaboratorUNKNOWN
Tufts University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
PREVENTION
Masking
DOUBLE (Subject, Investigator)

Eligibility

Sex/Gender
ALL
Age
18 Years to No maximum
Healthy volunteers
Yes

Inclusion criteria

The investigators will exclude from the analysis: 1. Participants who had more than or less than 12 items in their final shopping cart. 2. Participants who had four or more items from the same food subcategory in the final shopping basket. 3. Participants who spent more than 120% of the budget assigned to them. 4. Aged \< 18 years 5. Do not have access to a personal computer, laptop, tablet, or mobile phone. 6. Participants who were not in the US when participating in the study. 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.

Design outcomes

Primary

MeasureTime frameDescription
Total number of crownsOne hourSum of number of crowns of foods included in the final shopping basket for each participant

Secondary

MeasureTime frameDescription
Number of crownsOne hourNumber of crowns for foods included in final shopping basket for each list item separately

Other

MeasureTime frameDescription
Total Guiding Stars pointsOne hourSum of Guiding Stars points from foods included in the final shopping basket for each participant
Guiding Stars pointsOne hourNumber of Guiding Stars points for foods included in final shopping basket for each list item separately

Countries

United States

Outcome results

None listed

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026