Tufts University
Boston, Massachusetts, 02111, United States
NCT Number: NCT04919668
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.
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Notify Me18 year and older
All sexes
Interventional
Not applicable
Boston, Massachusetts, 02111, United States
Participants will be assigned to one of four experimental conditions:
Variables:
Healthy volunteers accepted: Yes
Only the study team can determine whether someone qualifies for participation.
The investigators will exclude from the analysis:
Inclusion criteria
Participants will click a link and simulate an online grocery shopping experience by selecting items for 12 grocery categories.
Time frame: One hour
Sum of number of crowns of foods included in the final shopping basket for each participant
Time frame: One hour
Number of crowns for foods included in final shopping basket for each list item separately
Time frame: One hour
Sum of Guiding Stars points from foods included in the final shopping basket for each participant
Time frame: One hour
Number of Guiding Stars points for foods included in final shopping basket for each list item separately
Tufts University
Other
The Effect of Gamification in an Online Grocery Store Experiment on Food Selection: a Randomized Controlled Trial
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