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Food SelectionNCT04919668

Effect of Gamification in an Online Grocery Store.

A study testing Simulated grocery shopping exercise in people with Food Selection and Food Preferences, run by Tufts University at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 18 years and olderHealthy volunteers can take part
Conditions the study is for
Food Selection, Food Preferences, Behavior, Eating
What is being tested?
Simulated grocery shopping exercise
Could I receive a placebo?
Yes, some participants may receive a placebo
How many people
1,185 participants
Where
1 siteUnited States
Study dates
30 Jun 2021to 28 Jul 2021
Phase
Interventional
Are there results?
None posted in the registry

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 18 years and older
  • All sexes
  • Healthy volunteers accepted
  • Adult, Older adult

Who may be able to join

  • 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.

Who cannot join

None listed.

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Tufts University

    Boston, Massachusetts, 02111

Other trials in United States

About this study

Official title: The Effect of Gamification in an Online Grocery Store Experiment on Food Selection: a Randomized Controlled Trial

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.

Read the 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).
Being tested
Simulated grocery shopping exercise
Keywords
Gamification
Medical subject headings
Food Preferences, Feeding Behavior

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Simulated grocery shopping exerciseBehavioural

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

Study groups in NCT04919668
Study groupRoleWhat they receive
Low budget; no gameSham 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.
Receives: Behavioral: Simulated grocery shopping exercise
High budget; no gameActive 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.
Receives: Behavioral: Simulated grocery shopping exercise
Low budget; gameActive 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.
Receives: Behavioral: Simulated grocery shopping exercise
High budget; gameActive 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.
Receives: Behavioral: Simulated grocery shopping exercise

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Total number of crowns

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

    Measured: One hour

Secondary outcomes (1)
  1. Number of crowns

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

    Measured: One hour

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted9 Jun 2021
  2. Study start30 Jun 2021
  3. Primary completion28 Jul 2021
  4. Study completion28 Jul 2021

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Prevention
Allocation
Randomised
Intervention model
Parallel groups
Masking
Double blind
Who is masked
Participant, Investigator
Enrolment
1,185 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT04919668
Sponsor's protocol ID
00001028
Status last verified
Sep 2021
First submitted
27 May 2021
Last updated
1 Oct 2021
Results posted
No
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Yes: Deidentified individual participant data collected in this experiment will be shared upon reasonable request.

Publications

  • 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.

    PubMed 37269883

Questions about this trial

What is this clinical trial studying?

A study testing Simulated grocery shopping exercise in people with Food Selection and Food Preferences, run by Tufts University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 6 inclusion and 0 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 1 Oct 2021. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. Some participants in this study may receive a placebo. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

The study is completed, but results are not available in the source record. That does not mean the treatment did or did not work.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Total number of crowns (time frame: One hour). It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT04919668, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 1 Oct 2021.

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