Friedman School of Nutrition Science and Policy, Tufts University, 150 Harrison Avenue, Boston, MA, 02111, USA.
Computer Science, Halligan Hall, Tufts University, 161 College Avenue, Medford, MA, 02155, USA.
Appetite. 2023 Sep 1;188:106610. doi: 10.1016/j.appet.2023.106610. Epub 2023 Jun 2.
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.
食品购买选择是食物消费的主要决定因素之一,高度受到食品环境的影响。由于 COVID-19 大流行,在线杂货购物激增,因此数字环境中的干预措施比以往任何时候都更有机会改善食品购买选择的营养质量。其中一个机会可以在游戏化中找到。参与者(n=1228)在模拟在线杂货店平台上从购物清单中购买 12 种商品。我们以 2×2 析因设计将他们随机分为四组:游戏化的存在与不存在,以及高预算与低预算。在游戏化组中,参与者看到的食物带有 1(最没有营养)到 5(最有营养)个皇冠图标和一个记分牌,上面记录着参与者收集的皇冠数量。我们估计了普通最小二乘法和泊松回归模型,以测试游戏化和预算对购物篮营养质量的影响。在没有游戏化和低预算的情况下,参与者收集了 30.78(95%CI[30.27;31.29])个皇冠。在游戏化和低预算的情况下,参与者通过收集更多的皇冠来提高购物篮的营养质量(B=4.15,95%CI[3.55;4.75],p<0.001)。预算金额($50 与 $30)并没有改变最终的购物篮(B=0.45,95%CI[-0.02;1.18],p=0.057),也没有调节游戏化效果。在这个假设实验中,游戏化增加了最终购物篮的营养质量和 12 种购物清单中的 9 种。对营养标签进行游戏化可能是改善在线杂货店食品选择营养质量的有效策略,但需要进一步研究。