Skip to main content
Journal cover image

The gamification of nutrition labels to encourage healthier food selection in online grocery shopping: A randomized controlled trial.

Publication ,  Journal Article
Braga, BC; Cash, SB; Sarson, K; Chang, R; Mosca, A; Wilson, NLW
Published in: Appetite
September 2023

Food purchase choices, one of the main determinants of food consumption, is highly influenced by food environments. Given the surge in online grocery shopping because of the COVID-19 pandemic, interventions in digital environments present more than ever an opportunity to improve the nutritional quality of food purchase choices. One such opportunity can be found in gamification. Participants (n = 1228) shopped for 12 items from a shopping list on a simulated online grocery platform. We randomized them into four groups in a 2 × 2 factorial design: presence vs. absence of gamification, and high vs. low budget. Participants in the gamification groups saw foods with 1 (least nutritious) to 5 (most nutritious) crown icons and a scoreboard with a tally of the number of crowns the participant collected. We estimated ordinary least squares and Poisson regression models to test the impact of the gamification and budget on the nutritional quality of the shopping basket. In the absence of gamification and low budget, participants collected 30.78 (95% CI [30.27; 31.29]) crowns. In the gamification and low budget condition, participants increased the nutritional quality of their shopping basket by collecting more crowns (B = 4.15, 95% CI [3.55; 4.75], p < 0.001). The budget amount ($50 vs. $30) did not alter the final shopping basket (B = 0.45, 95% CI [-0.02; 1.18], p = 0.057), nor moderated the gamification effect. Gamification increased the nutritional quality of the final shopping baskets and nine of 12 shopping list items in this hypothetical experiment. Gamifying nutrition labels may be an effective strategy to improve the nutritional quality of food choices in online grocery stores, but further research is needed.

Duke Scholars

Altmetric Attention Stats
Dimensions Citation Stats

Published In

Appetite

DOI

EISSN

1095-8304

ISSN

0195-6663

Publication Date

September 2023

Volume

188

Start / End Page

106610

Related Subject Headings

  • Pandemics
  • Nutritional Status
  • Nutrition & Dietetics
  • Humans
  • Gamification
  • Food Preferences
  • Consumer Behavior
  • COVID-19
 

Citation

APA
Chicago
ICMJE
MLA
NLM
Braga, B. C., Cash, S. B., Sarson, K., Chang, R., Mosca, A., & Wilson, N. L. W. (2023). The gamification of nutrition labels to encourage healthier food selection in online grocery shopping: A randomized controlled trial. Appetite, 188, 106610. https://doi.org/10.1016/j.appet.2023.106610
Braga, Bianca C., Sean B. Cash, Katrina Sarson, Remco Chang, Ab Mosca, and Norbert L. W. Wilson. “The gamification of nutrition labels to encourage healthier food selection in online grocery shopping: A randomized controlled trial.Appetite 188 (September 2023): 106610. https://doi.org/10.1016/j.appet.2023.106610.
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;188:106610.
Braga, Bianca C., et al. “The gamification of nutrition labels to encourage healthier food selection in online grocery shopping: A randomized controlled trial.Appetite, vol. 188, Sept. 2023, p. 106610. Epmc, doi:10.1016/j.appet.2023.106610.
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;188:106610.
Journal cover image

Published In

Appetite

DOI

EISSN

1095-8304

ISSN

0195-6663

Publication Date

September 2023

Volume

188

Start / End Page

106610

Related Subject Headings

  • Pandemics
  • Nutritional Status
  • Nutrition & Dietetics
  • Humans
  • Gamification
  • Food Preferences
  • Consumer Behavior
  • COVID-19