Effect of Gamification in an Online Grocery Store.

Sponsor
Tufts University (Other)
Overall Status
Completed
CT.gov ID
NCT04919668
Collaborator
Duke University (Other), Wal-Mart Foundation (Other)
1,185
1
4
28
1288.2

Study Details

Study Description

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.

Condition or Disease Intervention/Treatment Phase
  • Behavioral: Simulated grocery shopping exercise
N/A

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).

Study Design

Study Type:
Interventional
Actual Enrollment :
1185 participants
Allocation:
Randomized
Intervention Model:
Parallel Assignment
Masking:
Double (Participant, Investigator)
Primary Purpose:
Prevention
Official Title:
The Effect of Gamification in an Online Grocery Store Experiment on Food Selection: a Randomized Controlled Trial
Actual Study Start Date :
Jun 30, 2021
Actual Primary Completion Date :
Jul 28, 2021
Actual Study Completion Date :
Jul 28, 2021

Arms and Interventions

Arm Intervention/Treatment
Sham Comparator: 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.

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

Active Comparator: 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.

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

Active Comparator: 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.

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

Active Comparator: 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.

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

Outcome Measures

Primary Outcome Measures

  1. Total number of crowns [One hour]

    Sum of number of crowns of foods included in the final shopping basket for each participant

Secondary Outcome Measures

  1. Number of crowns [One hour]

    Number of crowns for foods included in final shopping basket for each list item separately

Other Outcome Measures

  1. Total Guiding Stars points [One hour]

    Sum of Guiding Stars points from foods included in the final shopping basket for each participant

  2. Guiding Stars points [One hour]

    Number of Guiding Stars points for foods included in final shopping basket for each list item separately

Eligibility Criteria

Criteria

Ages Eligible for Study:
18 Years and Older
Sexes Eligible for Study:
All
Accepts Healthy Volunteers:
Yes
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.

Contacts and Locations

Locations

Site City State Country Postal Code
1 Tufts University Boston Massachusetts United States 02111

Sponsors and Collaborators

  • Tufts University
  • Duke University
  • Wal-Mart Foundation

Investigators

None specified.

Study Documents (Full-Text)

None provided.

More Information

Publications

None provided.
Responsible Party:
Sean Cash, Professor, Tufts University
ClinicalTrials.gov Identifier:
NCT04919668
Other Study ID Numbers:
  • 00001028
First Posted:
Jun 9, 2021
Last Update Posted:
Oct 1, 2021
Last Verified:
Sep 1, 2021
Individual Participant Data (IPD) Sharing Statement:
Yes
Plan to Share IPD:
Yes
Studies a U.S. FDA-regulated Drug Product:
No
Studies a U.S. FDA-regulated Device Product:
No
Keywords provided by Sean Cash, Professor, Tufts University

Study Results

No Results Posted as of Oct 1, 2021