gamification of online grocery shopping ......gamification is defined as “a process of enhancing a...

109
GAMIFICATION OF ONLINE GROCERY SHOPPING EXPERIENCE: THE EFFECT OF BADGES ON THE PURCHASE OF HEALTHY PRODUCTS Word count: <13.941> Bregje Liessens Student number : 000140476511 Supervisor: Prof. Dr. Maggie Geuens Master’s Dissertation submitted to obtain the degree of: Master in Business Economics: Marketing Academic year: 2018-2019

Upload: others

Post on 25-Feb-2021

6 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

GAMIFICATION OF ONLINE GROCERY

SHOPPING EXPERIENCE: THE EFFECT

OF BADGES ON THE PURCHASE OF

HEALTHY PRODUCTS

Word count: <13.941>

Bregje Liessens Student number : 000140476511

Supervisor: Prof. Dr. Maggie Geuens

Master’s Dissertation submitted to obtain the degree of:

Master in Business Economics: Marketing

Academic year: 2018-2019

Page 2: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall
Page 3: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

i

Confidentiality agreement

I declare that the content of this Master’s Dissertation may be consulted and/or reproduced,

provided that the source is referenced.

Name student: Bregje Liessens

Page 4: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall
Page 5: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

ii

Abstract

This paper explores the role of gamification and online (grocery) shopping in addressing

suboptimal diets and obesity. This research aims to investigate whether the introduction of

badges leads consumers to buy more healthy products. Participants (N = 207) were exposed

to an online experiment and survey. They were asked to do grocery shopping for three days,

for one person. The treatment group received badges according to their shopping behaviour.

Independent t-tests and Kolmogorov-Smirnov tests were executed to measure whether the

treatment group made healthier purchases than the control group. The results show that those

who received badges (M = 4.30, SD = 0.38) made healthier choices than those who did not

receive badges (M = 4.19, SD = 0.36). This study demonstrates that gamification can steer

customers towards purchasing healthier products, but did not find evidence of secondary

effects of gamification.

Page 6: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

iii

Preface

Writing this master’s dissertation as closure for my degree of Business Economics: Marketing,

was a perfect summary of my career at the University of Ghent: though and challenging, but

at the same time educational and rewarding. It was not possible to bring this to a successful

conclusion on my own. Therefore I would like to take the time to thank a few people.

To my family: a big thank you for your continuous support. Your encouragements and

expressions of belief helped me through the easy and hard times. To my parents especially, I

also want to express my appreciation for giving me the opportunity to obtain a degree.

To my friends and fellow students: thank you for the fun times and for lifting me to a higher

level in many different areas.

To sir Ziad Choueiki: thank you for your comprehensive feedback and quick answers to my

questions during the whole year. I also owe you my gratitude for making me feel more at ease

from the start.

To professor dr. Geuens: thank you for giving me the opportunity to work on this fascinating

and highly relevant subject. My interest in consumer behaviour and passion for marketing

research grew even more during the writing of this thesis.

To Gerrit, Heleen and Jos: thank you for being my critical readers and giving me relevant

feedback.

To everyone who filled in my survey and shared it with their network: thank you, it would have

been difficult to make discoveries without your help.

To the reader of this paper: I hope you enjoy reading this and learn something new, like I did.

Bregje Liessens,

May 2019

Page 7: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

iv

Table of contents

Confidentiality agreement ........................................................................................................ i

Abstract .................................................................................................................................. ii

Preface .................................................................................................................................. iii

Table of contents ................................................................................................................... iv

List of abbreviations .............................................................................................................. vi

List of tables ......................................................................................................................... vii

List of figures ....................................................................................................................... viii

Introduction ........................................................................................................................... 1

1. Gamification ...................................................................................................................... 3

1.1 Definition ...................................................................................................................... 3

1.2 Usability ....................................................................................................................... 3

1.3 Current applications ..................................................................................................... 4

1.3.1 Applications in grocery shopping ............................................................................ 5

1.4 Badges ......................................................................................................................... 6

1.5 Key elements ............................................................................................................... 6

2. Online shopping ................................................................................................................ 8

2.1 Current landscape ........................................................................................................ 8

2.2 Advantages .................................................................................................................. 8

2.3 Characteristics ............................................................................................................. 9

2.4 Online grocery shopping ..............................................................................................10

2.4.1 Influencing buying behaviour .................................................................................11

3. Obesity .............................................................................................................................13

3.1 Situation ......................................................................................................................13

3.2 Causes ........................................................................................................................14

3.3 Consequences ............................................................................................................15

3.4 Solutions .....................................................................................................................15

3.5 Labelling ......................................................................................................................17

3.5.1 Nutri-Score ............................................................................................................18

4. Motivating consumers .......................................................................................................20

4.1 Self-determination theory ............................................................................................20

4.2 Utilitarian versus hedonic motivations ..........................................................................21

4.3 Theory of reasoned action & theory of planned behaviour ...........................................22

4.4 Goal-gradient hypothesis .............................................................................................23

Page 8: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

v

5. Hypotheses ......................................................................................................................25

6. Methodology .....................................................................................................................28

6.1 Experiment ..................................................................................................................28

6.2 Sample ........................................................................................................................29

7. Results .............................................................................................................................30

8. Discussion and limitations ................................................................................................34

9. Suggestions for further research and implications ............................................................37

10. Conclusion......................................................................................................................39

Reference list ........................................................................................................................ ix

Addendum 1: The calculation of the Nutri-score label (Julia, & Hercberg, 2017) ................... xx

Addendum 2: Survey ........................................................................................................... xxi

2.1 Introduction ................................................................................................................ xxi

2.2 Treatment ................................................................................................................... xxi

2.3 Control ..................................................................................................................... xxix

2.4 Helaas (Did not read the instructions correctly) ...................................................... xxxvii

2.5 Treatment Outcome Badges .................................................................................. xxxvii

2.6 General questions ........................................................................................................ xl

Addendum 3: SPSS output ................................................................................................. xlvi

3.1 Frequencies .............................................................................................................. xlvi

3.2 Internal consistency tests .......................................................................................... xlvii

3.2.1 Enjoyment ........................................................................................................... xlvii

3.2.2 Goal commitment ................................................................................................ xlix

3.2.3 Competence ............................................................................................................. l

3.2.4 Perceived autonomy ............................................................................................... li

3.2.5 Engagement .......................................................................................................... liii

3.3 Independent samples t-tests hypotheses .................................................................... lvi

3.4 Tests of Normality ....................................................................................................... lix

3.5 Mann-Whitney tests ...................................................................................................... lx

3.6 Additional independent samples t-tests ....................................................................... lxi

3.6.1 Low versus high education .................................................................................... lxi

3.7 One-way ANOVA ....................................................................................................... lxiii

Page 9: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

vi

List of abbreviations

NPS Net Promotor Score

Page 10: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

vii

List of tables

Table 1: Raw versus fried fries .............................................................................................19

Table 2: Net promotor score .................................................................................................25

Table 3: User engagement scale short form .........................................................................26

Table 4: Goal commitment scale ..........................................................................................26

Table 5: Enjoyment scale .....................................................................................................27

Table 6: Perceived competence scale ..................................................................................27

Table 7: Perceived autonomy scale ......................................................................................27

Table 8: Results independent t-tests ....................................................................................33

Table 9: Age categories ........................................................................................................36

Page 11: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

viii

List of figures

Figure 1: Duolingo badges .................................................................................................... 5

Figure 2: Obesity rates Europe .............................................................................................13

Figure 3: Neutral label ..........................................................................................................17

Figure 4: Positive label .........................................................................................................17

Figure 5: Label with colour coding ........................................................................................17

Figure 6: Nutri-score label ....................................................................................................18

Figure 7: Utilitarian versus hedonic needs (Kolenda Group LLC, 2019) ................................21

Figure 8: Theory of planned behaviour (AfricanBioServices, 2019) ......................................23

Figure 9: First badge ............................................................................................................28

Figure 10: Expert badge .......................................................................................................28

Figure 11: Advanced badge..................................................................................................28

Figure 12: Starter badge .......................................................................................................28

Page 12: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall
Page 13: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

1

Introduction

Recent theoretical developments have revealed that gamification, adding game elements to a

non-gaming environment, has a lot of positive effects. It has been applied in many fields and,

if done with consideration, it continuously shows higher intrinsic motivation, user engagement,

goal commitment and in general better behavioural outcomes that extend to all demographic

groups. In grocery shopping it is often implemented to increase customer loyalty.

A popular type of gamification are badges. They have multiple advantages, such as making

clear goals, making it possible for the users to follow their progress, and offering users the

possibility to compare their progress with others.

An interesting field to apply gamification to, might be the battle against obesity. The increasing

obesity rate is, after all, a challenging problem. Not only obesity has a lot of negative

consequences, suboptimal diets in general have a negative effect on one’s health. Next to

heavy marketing, the influence of genes and peoples lifestyle, the way people consume food

(which foods, how much, how often) is an important element in this development. As far as we

know, no previous research has investigated the influence of gamification on the purchase of

healthy products. Therefore, the objective of this paper is to research a solution for suboptimal

diets by investigating whether the introduction of gamification, more specifically badges,

positively influences what type of groceries consumers purchase. It is of interest to know

whether the positive effects of gamification still hold true in an online grocery store

environment, when the goal is not tangible. This will be researched with a survey in a (1x2)

between subjects design.

This paper starts with an elaborate literature review. The first section discusses gamification.

The section begins with defining the concept. This is followed by researching in which context

it can be used successfully. Next, we look into current applications of the concept, including

the existing applications in grocery shopping. After that, the usability of badges is discussed.

The section concludes with researching the important elements that are needed to be taken

into account when implementing gamification into a service.

The second section of this paper reports on online shopping. It starts with a presentation of the

current landscape of this growing sector. Subsequently, advantages in comparison with

physical stores are discussed, followed with specific characteristics. Lastly, online grocery

shopping is examined.

Page 14: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

2

The third subject discussed extensively, is obesity. For this we examine the current situation,

the causes, consequences and possible solutions. We also take a closer look at how important

labels are to inform consumers.

The fourth and last part of the literature review researches how consumers can be motivated

while grocery shopping. Four relevant theories are explained. Firstly, the self-determination

theory. Secondly, the difference between hedonic and utilitarian motives. Thirdly, the theory of

reasoned action, and by extension the theory of planned behaviour. Fourthly, the goal-gradient

hypothesis is touched upon.

Next the hypotheses for this research are introduced. The key research question is whether

the introduction of badges leads to consumers purchasing healthier products. In addition to

this, a few secondary effects of gamification will be investigated. This part is followed by the

methodology section, which explains the research design. After that, the results are reported

and discussed. To end this paper, the limitations of the study are elucidated and suggestions

for further research are given.

Page 15: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

3

1. Gamification

In this part gamification will be discussed. Firstly, the term will be defined. Secondly, literature

will be examined to determine whether it is a technique that works for everyone. This will be

followed by a review of the current applications in grocery shopping. After that, badges as a

form of gamification will be elucidated. To finish, the important elements for successful

gamification will be reported.

1.1 Definition

Gamification is defined as “a process of enhancing a service with affordances for gameful

experiences in order to support user's overall value creation” (Huotari, & Hamari, 2012, p. 19)

or “the application of lessons from the gaming domain in order to change stakeholder

behaviours and outcomes in non-game situations” (Robson, Plangger, Kietzmann, McCarthy,

& Pitt, 2014, p. 352). This means adding game-elements into a non-gaming environment to

influence the actions of people in that environment. The popularity of the concept both in

research and business is shown in the estimated growth of the gamification industry from USD

2.17 billion in 2017 to USD 19.93 billion in 2023 (Xi, & Hamari, 2019).

1.2 Usability

It is generally accepted that gamification works because it encourages user engagement and

strengthens positive patterns in the use of the service, which leads to positive intrinsic

motivation. Other good effects contributed to gamification are increased goal commitment and

overall better behavioural outcomes, which lead to increased service profitability (Hamari,

2017). However, the effectiveness is dependent on the context in which it is used and the

abilities of the user. For services oriented towards rational behaviour, including e-commerce,

it could be challenging to implement because customers might be focused on economic gains

(Hamari, Koivisto, & Sarsa, 2014).

Gaming is popular among all demographic groups (Williams, Yee, & Caplan, 2008). The main

difference between gaming and gamification is that gamification has goals outside the game

(Koivisto, & Hamari, 2014). Due to this small difference, it is an interesting field to research

whether gamification also works among all demographic groups. However, the number of

research papers regarding this subject, is limited.

One research found four interesting conclusions. Firstly, age does not have an influence on

most benefits of gamification, only the ease of use diminishes with aging and older users find

the existence of a network more important than younger users. When a service would like older

Page 16: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

4

people to join, it should provoke mental and physical activity, increase the possibility of social

engagement and offer feedback and support while increasing the user’s perceived self-

efficacy. Secondly, on the differences between genders, it is suggested that women are more

stimulated by the social factors and that they recognize the social benefits more than men.

Next to that, women value ease of use more. Thirdly, to keep users utilising your service, using

social features is beneficial. Therefore it is also a good idea to integrate new users in a

community of users of the service from the start. Nevertheless, as users get more familiar with

the service, they might rely more on their own opinions rather than on those of the community.

Finally, it is also important to note that there are novelty effects. The longer one uses the

service, the lower the perceived usefulness, enjoyment and playfulness. This effect tends to

be greater with younger users, because they get uninterested more easily (Koivisto, et al,

2014). On the contrary, research on persuasive technology (which includes gamification)

suggested that males are more influenced by rewards and competition, which are social

aspects, than females. They also imply that younger people are more easily influenced than

older people (Oyibo, Orji, & Vassileva, 2017).

1.3 Current applications

Gamification has been applied in many different environments and has been proven to have a

positive influence in most cases. Researchers examined the influence of gamification in the

online banking sector (Rodrigues, Costa, Oliveira, 2014), in education (Škuta, & Kostolányová,

2016), in food waste prevention (Fadhil, 2018), in health behaviours, such as exercising (King,

Greaves, Exeter, & Darzi, 2013), dietary decision making in schools (Jones, Madden,

Wengreen, Aguilar, & Desjardins, 2014; Jones, Madden, & Wengreen, 2014) and food tracking

(Ball, Mouchacca, & Jackson, 2014; Lowe, Fraser, & Souza‐Monteiro, 2015; Luhanga,

Hippocrate, Suwa, Arakawa, & Yasumoto, 2016; Spitz, Queiroz, Pereira, Leite, Ferranti, &

Dam, 2018). For lifestyle changes in general it has been looked into by many as well: Hu, Fico,

Cencela, & Arredondo (2014) introduced a technology-based solution to teach children to have

good life-style habits; Wortley (2014) studied how gamification can be applied to rectify public

health by focussing on increasing lifestyle related problems, such as dementia; Wortley (2015)

researched the health and well-being outcomes of lifestyle tracking and health monitoring

equipment; González, et al (2016) designed a training program based on motor games, in

which the school, the family and the child were targeted, in order to combat child obesity.

Gamification is often incorporated in applications. One example is the HAPPY ME app,

developed to fight obesity by children. There are nine quests in the game, six of which are

available from the beginning, the other three can be unlocked by earning experience points.

The quests handle subjects such as healthy food, physical activity, socio-emotional support

Page 17: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

5

and obesity-related information. Points and badges can be won when the user completes a

quest. Next to that, there is a real-time score board that gives the users the chance to compare

their results with friends (Kim, et al, 2015).

A second example is Duolingo. This

service offers the opportunity to learn

a new language. There are different

levels and the user can unlock new

levels by completing previous ones.

Next to points to win by completing

levels, the user also receives badges

(figure 1) for completing certain

tasks, or ‘lingots’ when completing

lessons multiple days in a row. Lingot

is the in-game currency and can be

used to ‘buy’ extra lessons. Like the

HAPPY ME app, Duolingo also works with leader boards. There are also some other

gamification elements, such as the possibility to personalize the avatar and to make friends

(Škuta, et al, 2016).

1.3.1 Applications in grocery shopping In shopping, both in online and physical stores, gamification has also been applied. It is most

often used in the form of loyalty programs. Consumers can collect points or stamps that can

later be exchanged for a discount or a present. This is done because retention costs are often

much lower than the acquisition costs for new customers. Research shows that it is effective,

but not as effective as one likes to believe, since people who get the most benefit out of it,

often are already loyal customers (Leenheer, Van Heerde, Bijmolt, & Smidts, 2007). This is

called self-selection bias. People often participate in things that already spark their interest,

which wrongly positively influences measurements of effectiveness (Lavrakas, 2008). Next to

that, most people are not exclusively loyal to one shop (Leenheer, et al, 2007). Other research

confirms that many consumers take part in different loyalty programs. This diminishes the

switching costs, thus making the loyalty program less effective. The research results also

showed that a loyalty program should have two aspects to be successful: promotions for the

price sensitive cherry picker and an extra service that adds value for the full-basket, less price

sensitive shopper (Lal, & Bell, 2003). Loyalty programs also have a motivating aspect. This will

be discussed in section 4.4.

Figure 1: Duolingo badges

Page 18: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

6

1.4 Badges

Badges are a popular way of gamifying services. A digital badge is “a representation of an

accomplishment, interest or affiliation that is visual, available online, and contains metadata

including links that help explain the context, meaning, process and result of an activity.”

(Gibson, Ostashewski, Flintoff, Grant, & Knight, 2015, p. 404). StackOverflow (a platform

where one can post questions and answers about programming (Rajeeva, 2017)) grants

badges to developers who reach a certain amount of contributions. Big websites, such as

Amazon and Y! Answers, also use badges to encourage users to contribute to the website.

They introduce it in a competitive setting, meaning that the users are in competition to receive

the most badges (Easley, & Ghosh, 2016).

A badge offers immediate feedback, which engages users, and facilitates low-cost information

transfer (Xi, et al, 2019). It also gives the opportunity to compete with others and oneself.

Additionally, it gives an indication on how close the user is to accomplishing a goal, which is

accompanied by a certain reputation. That way a badge is a representation of one’s knowledge

and ability to do something. This results in badges being able to motivate, increasing brand

loyalty and customer retention (Gibson, et al, 2015). When translating to the self-determination

theory (as will be discussed later), badges fulfil the three components. Perceived autonomy is

satisfied when users are able to choose which goal they want to achieve. The feeling of

competence is fulfilled by the challenges the user overcomes. Therefore, it is important that

the goals are challenging yet achievable. The third component, relatedness, is met when users

can see each other’s progress and achievements (Snell, 2019).

1.5 Key elements

In order to conduct the experiment, aspects that are important to successfully implement

gamification are reviewed. Richards, Thompson, & Graham (2014) dedicated their study to the

important elements making gamification an effective motivator. The first aspect they mention

is that the design of the game should be interdisciplinary. Therefore, the game should be built

by people from different disciplines. The second aspect is that the developers should leave

room for adaptations. The users are the most important, so they should be able to make

changes to the game based on user feedback. Thirdly, it is important to always keep your

target group in mind. Do they have certain limitations? Are there cultural differences within the

group? etc. King, et al (2013) also underlined the importance of input of clinical and behavioural

scientists in health applications. When the goal is to really change behaviour, it is essential to

have effective interventions. The researchers fear that a game developer will not have enough

knowledge of the theoretical framework in order to be effective.

Page 19: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

7

For a self-tracking application, it was discovered that negative feedback leads to people to stop

using the app because it makes them feel guilty. In a particular application, users’ step count

was measured and contributed to the growth of a virtual pet. However, when participants did

not reach their daily goal, the pet showed a sad face. This pet functioned as a motivator, but

participants that saw a sad pet several times, reported they no longer looked at the pet. They

were disheartened by the negative state (Lin, Mamykina, Lindtner, Delajoux, & Strub, 2006).

A better way is to give constructive criticism. Next to that, virtual rewards are motivating, but

only when the user knows what he or she can do with them. Competition also helps to make

people like it more. Additionally, to create a habit with the user to use it, the application should

work with notifications (Luhanga, et al, 2016). Furthermore, the service should have the basic

game characteristics incorporated, such as objectives, defined rules, systems of feedback and

participation on a voluntary basis (Souza-Júnior, Queiroz, Correia-Neto, & Vilar, 2016).

Butgereit, & Martinus (2016) argued that the combination of tracking food consumption with

real life rewards, works.

Elements that can influence whether a gamification design works are the context and the

manner in which it is applied, or the discrepancy between the used techniques and the target

audience (Johnson, Deterding, Kuhn, Staneva, Stoyanov, & Hides, 2016). Next to that, not all

gamification works equally well with everybody. That is why personalization, based upon

clustering consumers on common beliefs and behavioural tendencies, is advocated (Lounis,

Neratzouli, & Pramatari, 2013). As previously mentioned, research repeatedly confirms that a

leader board, or any other way users can follow the performance of others, motivates users

(Spitz, et al, 2018).

Gamification, when implemented correctly, may improve intrinsic motivation by satisfying the

needs for autonomy, competence and relatedness; important elements that are also

mentioned in section 4 of this master’s dissertation. However, over-using gaming elements

may diminish the intrinsic motivation (Mekler, Brühlmann, Tuch, & Opwis, 2017).

To conclude, gamification is already widely used and is proven to be successful in changing

consumers’ behaviour when applied with consideration of the elements discussed above.

Page 20: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

8

2. Online shopping

This section elaborates on the online retailing sector. It starts with a picture of the current

landscape, followed by an analysis of the positive aspects of online shops. After that, research

about what an online shop should look like, how consumers navigate through it and how the

design can influence what consumers buy, is reviewed. Lastly, we take a closer look at why

online grocery shopping stays behind.

2.1 Current landscape

Online shopping is a trending topic of great interest to researchers and managers. As stated

in the Ecommerce Report Belgium 2018 from The Ecommerce Foundation, the sector will

reach a worth of around €11.84 billion in 2018 while in 2015 this was €8.24 billion. When

defining an online shopper as “an individual who regularly bought or ordered goods or services

through the internet” (p. 41), 60% of the Belgian population were online shoppers in 2017. It is

expected that the number of online shoppers will increase from a little over 6 million in 2017 to

a little over 7 million in 2018, but the budget they spend will decrease slightly. According to the

report, in 2017 the biggest online product categories in Belgium were sports and leisure

products (15%), home furnishing (13%) and toys (11%) (Lone, Khelladi, & Packiarajah, 2018a).

Others found, based on self-reports of the people surveyed, that Belgians reported the

following categories as most often bought online: flights and hotels (21%), clothing (17%) and

electrical goods (10%) (Becommerce, 2017).

2.2 Advantages

Morganosky and Cude (2000) found that online grocery shops are mainly used by people who

have above average opportunity costs. Opportunity costs are “the benefits an individual,

investor or business misses out on when choosing one alternative over another” (Investopedia,

2019). In this case it is about people for whom the benefits of online shops are much higher

than for others. For example, people with a disability would lose the benefit of not having to

ask someone else to do their groceries. Morganosky, et al (2000) also identified reasons such

as time constraints, crowding and waiting in line in physical stores as drivers to purchase

online. Next to that, consumers find it convenient that they can fill their basket over several

days and can refer to cupboards or recipes. Other aspects that consumers value are ease of

navigation, convenience and the opportunity of examining the products. Alongside this,

broader selections (Gillenson, & Sherrell, 2002) and competitive pricing (Keeney, 1999) are

also associated with online shopping. Another advantage for customers, is that they are more

empowered due to the high availability of information (Bhattacherjee, 2001).

Page 21: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

9

For retailers, the internet provides the opportunity to make a loaded shopping environment,

meaning that there are many possibilities to make it entertaining and interactive (Childers,

Carr, Peck, & Carson, 2001).

2.3 Characteristics

Multiple studies have been conducted on what an online shop should look like to be pleasant

to use and how consumers use online shops. Consumers’ attitudes, expectations and

preferences for online and interactive shopping may alter from those in the physical store, even

for comparable products (Childers, et al, 2001). Hansen, Jensen, & Solgaard (2004)

demonstrated that the products that are bought most online, are products that are selected

based on search attributes because you do not need to experience them. Furthermore,

Desrocher, Léger, Sénécal, Pagé & Mirhoseini (2015) did a case study on online grocery

shopping. They reported that consumers use the product pictures more when browsing for

experience goods as opposed to for search goods. Experience goods are difficult to judge on

features or quality and therefore need to be experienced before one can make a judgement

(e.g. a haircut), search goods can easily be evaluated before one buys it (e.g. a computer).

The pictures may be a complementary source of information and may be more indicative than

text description.

The importance of brands has also been pointed out. It is important that a website has an easy

to use search option, that way the customers can easily find their preferred brands. When not

specifically looking for a brand, but for a product category as a whole, it is important for brands

to have a place on the first page, since consumers often look at few pages. Next to that, visual

recognition is important. When consumers see a brand they know or use, they will very likely

buy it (Anesbury, Nenycz‐Thiel, Dawes, & Kennedy, 2016). The research of Danaher, Wilson

& Davis (2003) confirms these findings. They added that better-known brands have greater

loyalty online than offline. A possible explanation is that better known brands have a lower

perceived risk and that online customers are able to select from a list of previously bought

products, thus increasing the loyalty. Additionally, in-store price promotions result in less brand

loyalty than online promotions. However, the more information about products is available, the

less important brands become (Degeratu, Rangaswamy, & Wu, 2000). The importance of

brands in the context of trying to make customers purchase more healthy products, is mainly

for unhealthy products because healthy products are often not branded (e.g. fruits and

vegetables). Brands can be important for unhealthy products for which the most famous brand

is not necessarily the best option. For example: chocolate spread. The most famous brand is

Nutella, which has a Nutri-score label E, which is lower than the less famous brand Canderel,

Page 22: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

10

with a Nutri-score label C (Colruyt Group, 2018). The meaning of this Nutri-label will be

discussed in section 3.5.1.

Furthermore, Shankar, Rangaswamy & Pusateri (1999) looked into the effect of the online

medium on the price sensitivity. They found that, when in the perception of the consumer, the

website offers sufficient and searchable information, price sensitivity decreases.

Lastly, the quality of a company’s website, the product quality and the service quality are

positively related to a consumer’s intentions to come back in the future to that specific online

grocery retailer (Boyer & Hult, 2005).

2.4 Online grocery shopping

As stated in the beginning of this section, online retailing is growing every year. However,

notwithstanding the booming sector, online grocery shopping is lagging behind. In spite of food

related purchases increasing with 135% in 2016, only 1.1% of this category was bought online

(Becommerce, 2017). In 2017, only 14% of online shoppers in Europe bought food/groceries

online (Lone, Khelladi, & Packiarajah, 2018b). Comeos vzw (2018) conducted an online survey

about the online purchase experience of consumers in the last 12 months. They found that

consumers are still very hesitant to buy food online. The category ‘food’ consisted of groceries,

as well as prepared food (such as take-away and catering) and meal packs. 25% of the survey

participants selected ‘food’ as answer to the question “Which of the following products/services

would you never (again) purchase online?”. The three main reasons given (also selected from

a list) were “Because physical shops clearly offer advantages, e.g. wider range, immediately

available...”, “Because I want to see or try it first” and “Out of habit”.

Many researchers tried to find answers to the question why online grocery shopping is not

taking off equally well, as compared to online shopping in general. To begin with, grocery

shopping on the web is seen as a complement rather than a substitute to grocery shopping in

a physical store. People mainly buy their groceries online due to situational factors rather than

by elaborate decision making. They often start buying online because of circumstances, such

as illness or a baby, that make it more difficult to physically go to a shop. Customers also often

stop using the service at the end of such life event (Hand, Dall'Olmo Riley, Harris, Singh, &

Rettie, 2009). Secondly, most products that are sold online are products that are decided upon

based on searchable attributes (e.g. colour). That is why groceries are difficult to buy online

(Hansen, 2008). Thirdly, most groceries are perishable products. Which means that those

products should not be on the road for too long and, most importantly, should be delivered

when someone is at home to store it in the refrigerator immediately (Ghazali, Mutum, &

Mahbob, 2006). Fourthly, whether a consumer has a positive attitude towards e-shopping or

Page 23: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

11

not, is also influenced by personal values. Since food is culture-bound, it is intrinsically part of

a system of meanings and values (Hansen, 2008). Next, social norms also have an influence

on whether consumers consider online grocery shopping. Potential consumers that are

uninformed on the matter, highly value the guidance they get from friends and family. Another

aspect that stands in the way of the growth of online grocery shopping, is that people simply

like to roam around the shop (Hansen, et al, 2004).

Furthermore, researchers looked closer at the influence of delivery charges, time availability,

travel time to the shop and the purpose of the trip on the choice of shopping channel. The

results showed that they all have an influence on why consumers are hesitant to do grocery

shopping online. The most remarkable finding is that an extra fifteen minutes travel time had a

bigger impact on the preference to shop online than the £5 delivery fee (Huang, & Oppewal,

2006). Marganosky, et al (2000) pointed out the importance of not bringing in-store stressors,

such as stock-outs, to the online environment. Other research confirmed this and added that

since we are talking food, people have different preferences. For example, whether they like

their bananas ripe or still slightly green. Additionally, the study mentioned that online shops

are not price-competitive with the physical stores due to the high operational costs and the

small amount of customers (Anckar, Walden, & Jelassi, 2002). Alongside this, other barriers

for doing online grocery shopping are transactions obstacles, ease of use and security

concerns. Clarity regarding information and the ordering process are also important. Lastly,

consumers do not want to change their existing buying habits (Hansen, 2005).

2.4.1 Influencing buying behaviour The aspects of online shops that have an effect on what consumers buy are also widely

investigated. Milkman, Rogers, & Bazerman (2010) found two contrasting effects in online

grocery shopping. On the one hand, when the time between the order and the delivery

increases, consumers spend less money, order a higher portion of should items (e.g. fruit) and

a lower portion of want items (e.g. chocolate). It showed that consumers are less impulsive

when the outcomes are less immediate. On the other hand, when buying for a moment closer

in time, consumers buy for more specifically planned meals. When ordering for planned meals,

they go more likely for should items than for want items. Other research showed that training

consumers in episodic future thinking (future-oriented thoughts) results in consistently better

resistance to immediate rewards, resulting in consumers being more focussed at good

outcomes further in the future (Hollis-Hansen, Seidman, O'Donnell, & Epstein, 2018).

Additionally, a good layout design and a pleasant atmosphere of the shop have a mediating

effect on the consumer’s emotional arousal and attitude towards the shop (Wu, Lee, Fu, &

Wang, 2013). Next to that, focus groups regarding packaging established that visual packaging

Page 24: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

12

and label information play an important role in buying decisions. Visual packaging, mainly

graphics and colour, had a big influence when consumers try to quickly make a decision, while

labels are important for the consumers that are more involved. However, the participants

mentioned that they wished that the label information was easier to understand (Silayoi, &

Speece, 2004). More about labels will be discussed in section 3.5.

Another study argued that online grocery shopping results in less unhealthy products bought,

because of the product presentation. Symbolic presentation decreases the products’ vividness

(Huyghe, Verstraeten, Geuens, & Van Kerckhove, 2017).

In the context of altering consumer decisions, nudging is a concept that is gaining increasing

attention in research. A nudge is “any aspect of choice architecture that alters behavior in a

predictable way without forbidding alternatives or significantly changing economic incentives.

To count as a mere nudge, the intervention must be easy and cheap to avoid.” (Sunstein, &

Thaler, 2008, p. 6). Nudging has been applied in different fields, among which trying to make

people eat more healthily. For example, it has been found that shelf arrangements and choice

set compositions have a significant impact on whether consumers buy healthy or unhealthy

products (Van Kleef, Otten, & van Trijp, 2012; Kroese, Marchiori, de Ridder, 2015). Also,

rearranging one out of two lines in a cafeteria to a convenience line with only healthier foods

and flavoured milk, increases sales of healthier foods by 18% (Hanks, Just, Smith & Wansink,

2012). Adding gaming elements to shopping is an application of nudging since it gives

incentives to choose one thing, but the consumer is still able to choose something else.

In short, online shopping is a sector that cannot be ignored due to its growth and it offers many

new possibilities. Remarkably, online grocery shopping stays behind.

Page 25: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

13

3. Obesity

The following part discusses the current obesity health crisis. After a brief outline of the

situation, this paper discusses the causes, followed by the consequences and possible

solutions. To end this section, labelling of products is reviewed as a prelude to the experiment,

because labels play an important role in consumer decision making.

3.1 Situation

There is no doubt that obesity and being overweight are a worldwide problem. The GBD 2015

Obesity Collaborators (2017) analysed data from 68.5 million people in 195 countries over 25

years and concluded that in 2015, 711.4 million children and adults worldwide were obese. In

Figure 2: Obesity rates Europe

Page 26: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

14

more than 70 countries the obesity rate has doubled since 1980 and in almost every other

country it also increased. Figure 2 portrays the European situation in 2018 (Jacobs, 2018).

Research shows that in 2017 there was a suboptimal intake of nearly all healthy foods and

nutrients. The biggest problems were found in the underconsumption of nuts and seeds, milk

and whole grains. Contrary, the consumption of sugar-sweetened beverages, processed meat

and sodium transcended the optimal intake (GBD 2017 Diet Collaborators, 2019).

3.2 Causes

There has been quite a bit of research regarding risk factors for obesity. When searching

“causes obesity” on Google Scholar, there are 228 000 results of publications since 2015.

An 8-year long follow up study of 41 580 women found that total fat intake was not strongly

related to weight gain, but increasing energy intakes from animals’, saturated and trans fats

were (Field, Willett, Lissner, & Colditz, 2007). Another study that followed women for 12 years,

found that those who had a higher refined grain intake consistently gained more weight than

those eating more whole grains (Liu, Willett, Manson, Hu, Rosner, & Colditz, 2003). Also,

people who ate more nuts (Jiang, Manson, Stampfer, Liu, Willett, & Hu, 2002), drank light to

moderate amounts of alcohol (Wannamethee, Field, Colditz, & Rimm, 2004), increased their

water, coffee or diet beverages intake (Pan, Malik, Hao, Willett, Mozaffarian, & Hu, 2013) and

increased their intake of vegetables, fruits or yogurt (Schulze, Fung, Manson, Willett, & Hu,

2006) all experienced less weight gain. On the other hand, increasing the intake of sugar-

sweetened beverages or fruit juices (Schulze, et al, 2004), potato chips, potatoes, sweets or

desserts, red meat and fried foods (Mozaffarian, Hao, Rimm, Willett, & Hu, 2011) is associated

with weight gain. Other research confirms that a high intake of sodium, low intake of fruits and

low intake of whole grains are the main alimentary risk factors for disability-adjusted life-years

and death. It affects consumers regardless of age, sex, and their sociodemographic

development (GBD 2017 Diet Collaborators, 2019). A different study that followed men for 16

years, discovered that men who passed up on breakfast had 21% higher risk of type two

diabetes. Also, men who snacked additionally to the three main meals of the day, had an

increased risk (Mekary, Giovannucci, Willett, van Dam, & Hu, 2012).

Next to food, there were also studies regarding physical activity. Higher activity levels were

related to prevention of weight gain and to weight maintenance in the long term. Jogging,

running, brisk walking and cycling were seen as the best options (Mekary, Feskanich,

Malspeis, Hu, Willett, & Field, 2009). Also, too little sleep was associated with obesity (Patel,

& Hu, 2008), as well as the environment one lives in. Women living in higher density countries

had a lower BMI (James, et al, 2013).

Page 27: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

15

Alongside personal choices of the consumer, literature has emerged that blames the food

industry itself. The accusation is made that the industry makes highly processed foods in order

to be able to ask higher prices. It is also believed that they produce every product that they are

able to sell, regardless of the nutritional value. For consumers it is difficult to avoid these

products because they get so heavily marketed (Nestle, 2013). These accusations of bad

intentions from the retailers and producers have gained fresh prominence by the introduction

of the Nutri-score label. More about labels will be discussed later in section 3.5.

In addition to this, proof has been found of the existence of genes that play an important part

in the development of early forms of obesity (Bell, Walley, & Froguel, 2005).

3.3 Consequences

Weight gain has many possible consequences. On a physical level there are higher chances

of diseases such as diabetes, cardiovascular diseases, cancers, asthma, cataract, psoriasis,

etc. Next to that, there are also higher risks of gallstones, infertility and mortality. Also on a

mental level there are possible effects, such as depression (Hruby, et al, 2016).

A poor diet not only results in higher risks of obesity, but also higher risks of high blood

pressure, high cholesterol levels and osteoporosis (Infoteur, 2019). The GBD 2017 Diet

Collaborators (2019) estimated that worldwide 11 million deaths and 255 million disability-

adjusted life-years were due to deficient diets.

3.4 Solutions

Seeing the severity of this issue, many have tried to find solutions. Improvement of diet could

possibly prevent one in five deaths globally (GBD 2017 Diet Collaborators, 2019). According

to Wyatt, Winters & Dubbert (2006), medical and surgical interventions have not lived up to

their expectations as being a solution. Most surgeries have some serious possible risks and

are only for the morbidly obese people with a BMI higher than 40 (UZ Leuven, 2018). It is also

argued that although behavioural interventions are part of the treatment, they should be

supplemented with care of psychological factors, such as permanent habits that have been

given by family and society (Wyatt, et al, 2006). One study, based on official medical records,

argues that roughly one third of people who underwent a gastric bypass, have a relapse of

type two diabetes within five years (Arterburn, et al, 2013).

Even small changes can increase weight loss (Hruby, et al, 2016). To reduce child obesity, it

is a smart idea to target the parents. Try to coach them in a way that they do no longer reward

with unhealthy foods, but also try to motivate them to be healthier since children are prone to

Page 28: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

16

copying their parents (Epstein, Gordy, Raynor, Beddome, Kilanowski, & Paluch, 2001).

Research done in Cuba confirms the role of the parents. The food consumption and the socio-

economic status of the parents have a big influence. Furthermore, when the parents struggle

with overweight, they are less likely to notice it in their child. The researchers also found that

next to the parents, teachers also have an important role, since nutritional education and

promoting physical activity proves to be successful. It is also believed that kids are highly

influenced by media. Therefore it is important that the whole environment of the child gets dealt

with (González, et al, 2016). Also, the availability of sweet and savoury snacks and sugar

sweetened beverages at home, might result in overconsumption of high-calorie foods (Hollis-

Hansen, et al, 2018).

Eating habits of college students have also been the subject of research. There are several

factors that could influence what students eat: internal cues, such as hunger and taste, external

cues, such as friends and media, and other cues, such as budget, time-efficiency and

convenience. Factors that motivate students to eat healthily are wanting a healthy appearance,

providing positive feelings and preventing disease. Determinants of poor eating habits are

higher perceptions of stress, low self-esteem and a low level of nutrition knowledge. The best

way to make college students eat healthier, is to inform them (Deshpande, Basil & Basil, 2009).

Providing information as a way to influence habits, is an aspect validated in multiple studies

(Ball, et al, 2014; Lowe, et al, 2015).

Another aspect that is looked at, is the influence of intentions. When one plans in detail to eat

healthily, one eats more healthily. However, intentions are not able to break the negative

influence of unhealthy habits (Verplanken, & Faes, 1999).

Other research found that the best way to reduce the intake of energy-dense and nutrient-poor

foods is by promoting fruits and vegetables. Food choices were also a result of food-purchasing

habits. When a consumer does not buy healthy foods, it will not be available for consumption

at home (Moreira, Moreira, & Fiates, 2015). Recently, the grocery store Delhaize announced

a pilot-project in which they increase consumers’ purchasing power for healthy products.

Products with a Nutri-score A or B (infra) get a 20% discount on top of the regular actions (The

New Pub, 2019).

An interesting fact that was found in various studies is that consumers are aware of the link

between a poor diet and health problems. However, this is often not reflected in behaviour.

Making healthy decisions when shopping requires effort. Reasons reported for buying

convenient, less healthy options were constraints set by money or time, as well as temptations

in the shop. It is suggested that the best way to improve dietary choices is facilitation, reducing

the perception of effort (O’Brien, et al, 2015). Lynch, Holmes, Keim, & Koneman (2012)

Page 29: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

17

confirmed that most people can indicate which foods are healthier than others, without knowing

why. Consumers determine the healthfulness by its nutrient content or the effect of the

consumption of the food on the body. However, in the evaluation important nutrients are often

forgotten and consumers often lack knowledge about the connection of foods with nutrients

and health effects. Next to that, consumers often belief that their diet is already healthy. It also

shows to be difficult to resist the temptation of unhealthy food choices when shopping (Moreira,

et al, 2015). A possible solution to make it easier for the consumer, is suggesting healthier

options. When consumers get a suggestion for a product that contains less salt, even when it

is not from the same category, the salt volume of their shopping basket lowers with 9% (Riches,

Aveyard, Piernas, Rayner, & Jebb, 2019).

The report of the GBD 2017 Diet Collaborators (2019) summarizes the problem well with the

statement “suboptimal diet is responsible for more deaths than any other risks globally,

including tobacco smoking, highlighting the urgent need for improving human diet across

nations” (p. 10). They also emphasize the importance of integrated measures that target food

production as well as food processing and distribution, to improve food consumption.

3.5 Labelling

Previously, it was mentioned that informing the consumer is important to change behaviours.

As a way of informing consumers, labels are used. Labels also play an important role in buying

decisions (Silayoi, et al, 2004).

In Europe there are three types of nutrition labels. The neutral labels give objective information

on the nutritional values of the product. Positive labels are added to products that are a healthy

choice within a product category. Labels with colour coding give each product a colour, varying

from red to green (e.g. the traffic lights label or the Nutri-score label), according to how healthy

the product is (Vlaams Instituut Gezond Leven, 2019a).

Consumers need less effort to interpret labels and pick healthier products when there are

nutrient-specific labels that consist of both text and symbolic colour rather than labels that only

give numeric information about the nutritional value (Hersey, Wohlgenant, Arsenault, Kosa &

Figure 3: Neutral label Figure 4: Positive label Figure 5: Label with colour coding

Page 30: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

18

Muth, 2013). Other research confirms that the presence of labels results in a significant

increase in the customers’ capability to classify the products correctly. It is found that for some

product categories (sweet biscuits and sometimes cheeses and sweet spreads), nutrition

labels lead to smaller portion sizes than when there is no label on the products (Egnell, et al,

2018).

3.5.1 Nutri-Score Recently, the use of the Nutri-score label has been on

the rise. To inform consumers, distributors and even

some producers, such as Danone, are starting to

introduce this label. It rates the products within a

product category on a scale from A to E, with A being

the healthiest, and from dark green to red, with dark

green being the best option. The labels are put on

products in the shops, thus making it easier for consumers to quickly see which option is the

healthiest (Vlaams Instituut Gezond Leven, 2019b).

The label rates a product based on the energy (kJ) and the levels of sugar, saturated fats,

sodium, fibre and protein. This results in a rating between -15 and 40. The three steps to

calculate which label a product receives, are explained in addendum 1 (Julia, & Hercberg,

2017).

A pitfall to this label is that it rates products based on what is in the packaging. Consequently,

freezer fries have the rating A, because the content of such bag is merely potato. However,

most people fry those fries, which would result in a C-rating (see table 1). This could give

consumers a wrong impression about the level of healthiness of products and can also be

slightly contra-intuitive since consumers do tend to associate fries with being unhealthy.

Figure 6: Nutri-score label

Page 31: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

19

Freezer fries Fried fries from freezer

Per 100g (Iglo,

2018) Points

Per 100g

(Eenvoudig

afvallen, 2019)

Points

Energy (kJ) 537 1 1333 3

Sugar (g) 0.33 0 0.06882 0

Saturated fats (g) 1.7 1 4.0182 4

Sodium (mg) 50 0 193.4064 2

Fibre (g) 2.4 3 3.4188 4

Protein (g) 2.6 1 3.7518 2

Total

1+0+1+0-(3+1) =

-2

3+0+4+2-(4+2)=

3

Rating A C

Table 1: Raw versus fried fries

This concern of confusion has been confirmed with recent uproar in the media. Specialists had

to emphasize that the Nutri-label does not take into account the preparation of food (vrtnws,

2019).

In addition to this confusion and in accordance with the accusations towards producers, it has

been shown that not all producers are equally keen on the labels. Multi-national companies

(e.g. Mars and Coca Cola) are even introducing their own label (Julia, Charpak, Rusch,

Lecomte, Lombrail, & Hercberg, 2018).

Page 32: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

20

4. Motivating consumers

As stated before, consumers know what is healthy and unhealthy and also know the possible

health effects of a poor diet but often do not translate it into actual behaviour. Therefore, it is

important to know how consumers can be motivated to buy healthily. This section talks about

theories that try to explain how consumers are motivated to purchase certain products. There

are many such theories, but below the ones believed to be relevant for this study on grocery

shopping are briefly explained. First the self-determination theory is discussed, followed by

utilitarian versus hedonic motivations; subsequently, the theory of reasoned action and the

theory of planned behaviour. Lastly, the goal-gradient hypothesis is shortly looked into.

4.1 Self-determination theory

The self-determination theory starts from the idea that there are two types of motivation,

intrinsic and extrinsic. When someone is intrinsically motivated, that person does something

because he or she finds it inherently interesting or enjoyable. Someone is extrinsically

motivated because of external pressures or rewards. It has been proven that intrinsic

motivation is the best motivation if one wants to learn something. However, knowing that

learning something is not always inherently interesting or fun, it is also important to make use

of the more active and voluntary forms of extrinsic motivation (Ryan, & Deci, 2000a). People

who do something based upon extrinsic motivation, will stop doing it when the external

pressures or rewards subside.

There are 3 components of motivation. Firstly, autonomy. When one is autonomous he or she

can make his or her own decisions. Secondly, perceived competence. When someone feels

competent, he or she feels like he or she is capable of doing the task at hand. Thirdly,

belongingness (sometimes called relatedness). This means that one feels he or she belongs

to, or can relate to, a group. Depending on the level of these components, there are different

stages ranging from amotivation to intrinsic motivation. When all the factors are low, the person

is in a state of amotivation. This means that he or she has no intention to act. The second

stage is external regulation. One does something because he or she gets a reward or wants

to avoid punishment (extrinsic motivation). The third stage is introjected regulation. One does

something to improve one’s ego. The fourth stage is identified regulation. This is when one

does not like doing a task, but he or she understands the importance of it. The fifth stage is

integrated regulation. The motivation has been integrated with one's own values and needs.

The final stage is intrinsic motivation. One does something because he or she likes to do it

(Ryan, & Deci, 2000b).

Page 33: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

21

Another study states that the leading factor to behavioural change is individual motivation and

that there are indeed two types of motivation, intrinsic and extrinsic. This study confirms that

intrinsic motivation works better (Johnson, et al, 2016). Luhanga, et al (2016) also endorse that

intrinsic motivations are more important and that those motivations subside when extrinsic

motivations are added.

This theory has also been proven true in a gaming environment. When players have a higher

perceived in-game autonomy and competence, they enjoy and prefer the game more and it is

even related to positive pre- and post-play feelings (Ryan, Rigby, & Przybylski, 2006).

This thesis looks at the possibility to promote buying healthy by keeping autonomy,

competence and belongingness high, meaning that the consumer is intrinsically motivated.

This will be attempted by introducing gamification, and more specifically badges. As stated in

section 1.4, badges fulfil the three prerequisites. One obstacle is that people get motivated by

different things, though are consistent on what motivates them. One study that related gaming

with food consumption, showed that people who get motivated within games by different things,

are also motivated by different things to eat certain types of food (Luomala, et al, 2017).

4.2 Utilitarian versus hedonic motivations

The second theory states that there are two types of motivations for buying a product: utilitarian

and hedonic

motivations. Utilitarian

motivations are for

products that are

functional, while

hedonic motivations are

based on pleasure.

Sometimes a third type,

social motivations, is

added. This means that

people are social creatures who want to relate to others, so they buy products to fulfil this need

(Hamari, & Koivisto, 2015).

Labbe, Ferrage, Rytz, Pace, & Martin (2015) found that when consuming coffee for the

caffeine, an utilitarian motivation, the consumers found the process less pleasant than those

who drank coffee for the enjoyment. Aspects that influence utilitarian motivation are

convenience, cost saving, product range and information availability. Hedonic motivations are

influenced by authority, status and adventure (To, Liao, & Lin, 2007). Other research states

Figure 7: Utilitarian versus hedonic needs (Kolenda Group LLC, 2019)

Page 34: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

22

that the use of utilitarian systems is motivated by perceived usefulness, while the use of

hedonic systems is driven by perceived enjoyment. Gamification is somewhere in between and

therefore driven by both. That is why ease of use and enjoyment are determinants of why

people keep using a gamification service and usefulness influences the positive attitude

towards the service. Additionally, social and utilitarian aspects are more likely to act as a

mediator for the attitude towards the service, while hedonic, less cognitive aspects have a

positive influence on the behaviour (Hamari, et al, 2015).

Related to the current paper, if one buys healthy products because he or she likes the taste,

they have hedonic motivations to buy. If one buys healthy products because of the health

benefits, they are utilitarianly motivated. However, when they like the taste, they would

probably just buy it. Therefore, it is assumed that the consumers who have to be motivated,

will buy most healthy products because of utilitarian motives.

4.3 Theory of reasoned action & theory of planned behaviour

Hansen, et al (2004) stated that online grocery buying intention can be explained by both the

theory of reasoned action and the theory of planned behaviour. The fact that they found that it

can be explained by both theories, should not be surprising since both theories are developed

by Fishbein and Ajzen and actually build on one another. They are a result of continued

development.

The theory of reasoned action argues that in order to make a decision on what product to buy,

a consumer takes two things into consideration: his own attitude towards the product, and

social norms. Social norms are what the consumer beliefs that others think about the product,

weighed with the importance of their opinion according to that consumer. The theory of planned

behaviour adds an extra factor to the mix, namely perceived behavioural control. This means

what the consumer feels he or she can accomplish (De Pelsmacker, Geuens, & Van den

Bergh, 2007).

Page 35: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

23

When working with this theory, there are a few aspects online grocery shops can play with.

Previously in this paper, we learned that online grocery shops are not as popular as other

online shops. When one knows what a consumer values in online shops, these aspects can

be put in the spotlight when promoting the online grocery shop. Which will positively influence

the consumers attitude and, according to the theory of planned behaviour, will improve his or

her attitude towards online grocery shopping. Additionally, when a consumer believes he or

she is not capable of doing online grocery shopping, it is very unlikely he/she will try it.

Therefore, to promote online grocery shopping, the ease of use should be underlined. Finally,

the more people who are convinced to use online grocery shops, the more favourable social

norms will be.

4.4 Goal-gradient hypothesis

The goal-gradient hypothesis states that there is a positive acceleration in the motivation to

reach a goal, the closer one is to that goal (Hull, 1932, 1934).

This is a finding that can also be seen regarding loyalty programs (section 1.3.1). Consumers

tend to buy more different products, more frequently and bigger quantities the closer they are

to their goal, which in these settings is the present or discount when reaching a certain amount

of points. This is because goal striving is intrinsically motivating, reinforcing the extrinsic reward

(Kivetz, Urminsky, & Zheng, 2006).

It has been shown that this effect exists even when the progress is artificial. With artificial

progress being for example having a saving card that requires 12 stamps to be completed, but

two are already given upon receiving the card. Consumers are also more inclined to join the

program, find the program more attractive and are more likely to complete the program,

Attitude

Social norms

Perceived

behavioural

control

Intentions Behaviour

Figure 8: Theory of planned behaviour (AfricanBioServices, 2019)

Page 36: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

24

meaning continuing until the goal is reached, when they are given artificial progress (Nunes,

& Dreze, 2006).

Bonezzi, Brendl, & De Angelis (2011) argue that this theory only applies in some cases. They

say that one’s motivation depends on what is used as reference point. If a person uses the

end state as reference point, getting closer to the goal will be motivating. However, if a person

uses the starting point for monitoring progress, motivation will decrease as they get further.

The authors also indicate a third type, where a person shifts his or her reference point in the

middle of the task, which results in a motivation dip in the middle towards the goal.

As stated before, there are multiple other theories that try to explain how consumers are

motivated to buy. However, these are not all relevant for (online) grocery shopping. Therefore,

they will not be discussed in this paper. If the reader is interested in those other theories, it is

recommended to take a closer look into literature about consumer behaviour, such as

“Consumer behaviour models: an overview” by Jisana (2014).

Page 37: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

25

5. Hypotheses

As discussed in the literature review, obesity is a big problem and a considerable cause of this

problem is the way people consume food: which foods, how much food, how often. Therefore

it is important that people start consuming foods with a better nutritional value more often.

Several methods (expanding food literacy, altering environments, …) have been used to try to

make consumers adopt a healthier lifestyle. Gamification has been used in many situations,

including the grocery shopping environment in an attempt to make consumers more loyal, and

in the healthier lifestyle business in an effort to make them more active. However, gamification

has not been used to guide consumers towards healthier products during the grocery shopping

experience. This paper looks into the possibility to use gamification to motivate consumers into

buying healthier. It would make it more fun and consumers would be more committed towards

this goal.

The main research question of this paper is to find out what the effects of gamification are on

consumers’ purchases of healthy foods.

H1: When in a gamified shopping experience customers receive a badge according to the

healthiness of their shopping basket, the customer will purchase a healthier shopping

basket.

In the ‘Obesity’ section, we learned that to promote the use of food services to consumers, it

should be promoted as that it adds excitement to life. To get a feel of how excited the participant

is about the shopping experience, his or her intent to return and intents of word-of-mouth

promotion are measured. It is expected that consumers will be more excited when there are

game elements included.

H2: Consumers are more excited to shop when they receive badges during the shopping

process in an online grocery shop.

This will be measured by the net promotor score (NPS), a tool used to measure loyalty

(Satmetrix Systems, Inc, 2017).

How likely is it that you would recommend [brand] to a friend or colleague?

Table 2: Net promotor score

Next to that, the effectiveness of the gamification is assessed, based on three hypotheses.

H3a: Consumers are more engaged when they receive badges during the shopping

process in an online grocery shop.

Page 38: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

26

Engagement will be assessed with the ‘User engagement scale short form’ developed by

O’Brien, Cairns, & Hall (2018).

1. I lost myself in this shopping experience.

2. The time I spent shopping just slipped away.

3. I was absorbed in my shopping task.

4. I felt frustrated while visiting this shopping website.

5. I found this shopping website confusing to use.

6. Using this shopping website was taxing.

7. This shopping website is attractive.

8. This shopping website was aesthetically appealing.

9. This shopping website appealed to my senses.

10. Shopping on this website was worthwhile.

11. My shopping experience was rewarding.

12. I felt interested in my shopping task.

Table 3: User engagement scale short form

H3b: Consumers are more committed to their goal when they receive badges during the

shopping process in an online grocery shop.

Goal commitment is measured by the scale developed by Klein, Wesson, Hollenbeck, Wright,

& DeShon (2001).

1. It’s hard to take this goal seriously.

2. Quite frankly, I don’t care if I achieve this goal or not.

3. I am strongly committed to pursuing this goal.

4. It wouldn’t take much to make me abandon this goal.

5. I think this is a good goal to shoot for.

Table 4: Goal commitment scale

H3c: Consumers enjoy shopping more when they receive badges during the shopping

process in an online grocery shop.

Enjoyment is measured with a part of the scale of the Intrinsic Motivation Inventory

(selfdeterminationtheory.org, 2019).

Page 39: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

27

1. I enjoyed doing this activity very much.

2. This activity was fun to do.

3. I thought this was a boring activity.

4. This activity did not hold my attention at all.

5. I would describe this activity as very interesting.

6. I thought this activity was quite enjoyable.

7. While I was doing this activity, I was thinking about how much I enjoyed it.

Table 5: Enjoyment scale

In the ‘Motivating consumers’ part, the strength of intrinsic motivation was discussed. It is the

most effective and most sustainable way of motivation. Therefore it is interesting to know

whether the consumer is significantly more intrinsically motivated in this gamified environment.

H4: Consumers are more intrinsically motivated when they receive badges during the

shopping process in an online grocery shop.

For this, two scales are used, one for perceived competence, and one for perceived autonomy.

Both are retrieved from the Intrinsic Motivation Inventory (selfdeterminationtheory.org, 2019).

In section 4.1 it was discussed that motivation consists of three components: perceived

competence, perceived autonomy and relatedness. However, in this experiment there is no

social aspect added to the shopping experience, therefore relatedness is not measured.

1. I think I was pretty good at this activity.

2. I think I did pretty well at this activity, compared to other students.

3. After working at this activity for awhile, I felt pretty competent.

4. I am satisfied with my performance at this task.

5. I was pretty skilled at this activity.

6. This was an activity that I couldn’t do very well.

Table 6: Perceived competence scale

1. I believe I had some choice about doing this activity.

2. I felt like it was not my own choice to do this task.

3. I didn’t really have a choice about doing this task.

4. I felt like I had to do this.

5. I did this activity because I had no choice.

6. I did this activity because I wanted to.

7. I did this activity because I had to.

Table 7: Perceived autonomy scale

Page 40: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

28

6. Methodology

6.1 Experiment

This research is conducted in two parts: an experiment followed by a survey. Participants are

randomly assigned to either the treatment or control group.

In the experiment, both groups are asked to shop for themselves for

3 days, with a maximum budget of €50, in a mock-up online shop.

Pictures are used to provide complementary information and in an

attempt to make the experience more enjoyable. The treatment group

is motivated to buy more healthy products by adding gamification

elements. The decision was made to use badges as gamification

element, because it is something that gives immediate feedback, an

element which is linked to a successful gamification design. It is also

a visual reward, which works motivationally. During their shopping experience, the treatment

group receives a badge on two occasions. The first badge (figure 9) is shown when they enter

the shop, together with the message that there is a possibility to upgrade the badge by

shopping in the shop three more times in a healthy way. Participants receive a second badge

at the end of their shopping trip. The second badge differs according to how healthy they shop.

If the average product in their shopping basket has an A- or B-score, they receive the ‘expert’

badge (figure 10), they are experts in buying healthily. If the average product has a C-rating,

they are ‘gevorderd’ (advanced) in buying healthily (figure 11). If the average product has a D-

or E-rating, they are ‘beginners’ (starters) (figure 12). The badges are used in conjunction with

constructive criticism.

Figure 10: Expert badge

Figure 11: Advanced badge

Figure 12: Starter badge

Previously, it was mentioned that many consumers lack the information on what is healthy and

what is less healthy. In this study, the Nutri-score label (shown in figure 6) is added to each

product in the shop to inform the consumer. Which label belongs to which product, is retrieved

from the Colruyt Group website (2018).

Figure 9: First badge

Page 41: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

29

To measure the mere influence of the gamification, both the treatment and the control group

see the Nutri-score label, but only the treatment group sees the badges. The literature study

showed that brands and price sensitivity might be of influence in an online grocery shopping

environment. That is why no brands are used and both groups see the same prices.

The survey is identical for both groups. Considering the participants earn the most important

badge at the end of their shopping trip, the impact of gamification is best measured by a scale

that measures intention to buy again. Therefore, the first question uses the net promotor score

(table 2). User engagement is measured with the ‘User engagement scale short form’ (table

3). The five-item scale developed by Klein, et al (2001) is used to measure goal commitment

(table 4). Enjoyment and intrinsic motivation are measured with parts of the scale of the

Intrinsic Motivation Inventory (tables 5-7). All statements were translated to Dutch, and if

necessary, slightly adapted to fit the situation. Lastly, socio-demographic questions are asked.

The survey as seen by the respondents can be found in addendum 2.

6.2 Sample

Over the period of April 1st to April 13th 2019, the survey was distributed via e-mail and social

media. A €20 gift coupon for a grocery store was raffled among the participants who reached

the end of the survey. 345 people started the survey, 330 completed it. Of the latter, several

were omitted. 93 were eliminated due to not choosing any products and 14 due to transcending

the €50 budget. An additional 16 respondents were deleted from the sample because they

answered the control question incorrectly. This resulted in a usable sample of 207

respondents.

Of those 207, 62.8% were female and the average age was 41.16 years (SD = 20.02, range

16 to 82). 75.3% had a bachelor’s degree or higher. Of the sample, 39.1% were students and

36.7% were in paid employment. 87.9% had a varied diet, 5.3% a vegetarian diet and 6.8%

followed another diet (of which none were vegans).

The research was a 1x2 (gamification vs. no gamification) between subjects design, with

respondents being randomly assigned to either the treatment or control group. There were 107

respondents in the treatment group and 100 in the control group.

Page 42: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

30

7. Results

Since every hypothesis is a (one-tailed) comparison of two means, independent t-tests were

conducted. This is a widely used test in marketing research. Statistically speaking, t-tests are

only allowed when the variables have a normal distribution. After conducting the Kolmogorov-

Smirnov test with the Lilliefors correction, only the variables ‘autonomy’ and ‘average score’

prove to have a normal distribution, but this only in the treatment group. Because of this, next

to the t-test, an independent samples Mann-Whitney test was conducted for all variables, as

control test.

The average score, which is the total score (sum of scores of all chosen products) divided by

the number of products chosen, for every respondent was calculated. The independent t-test

shows that the mean of the treatment group that was subjected to gamification (M = 4.30, SD

= 0.38) is significantly higher than the mean of the control group (M = 4.19, SD = 0.36) (t(205)

= 2.19, p = 0.029). The Mann-Whitney test also demonstrates that the average score was

significantly higher for the treatment group (Mdn = 4.36) than for the control group (Mdn = 4.20)

(U = 4339.00, p = 0.019). The results show that when in an gamified shopping experience

consumers receive a badge according to the healthiness of their shopping basket, the

customer will purchase a healthier shopping basket, thus confirming H1.

The net promotor score was used to calculate respondents’ excitement about the shop. The

independent t-test shows that the mean of the treatment group (M = 5.75, SD = 2.49) is not

significantly higher than the mean of the control group (M = 5.23, SD = 2.62) (t(205) = 1.46, p

= 0.146). The Mann-Whitney test also indicated that the excitement was not significantly

greater for the treatment group (Mdn = 6.00) than for the control group (Mdn = 6.00) (U =

4701.50, p = 0.129). This result shows that the introduction of badges does not make

consumers more excited about the online grocery shop, which consequently does not support

H2.

The consumer engagement was measured by the 12-item ‘User engagement scale short form’

on a 7-point Likert scale. The scores of the items “Ik voelde me gefrustreerd tijdens het

winkelen.”1, “Ik vond de online winkel verwarrend om te gebruiken.”2 and “Het gebruik van deze

online winkel was lastig.”3 were reversed. After determining the internal consistency (α =

0.886), the mean of the items was calculated. The independent t-test shows that the mean of

the treatment group (M = 4.50, SD = 0.90) is not significantly higher than the mean of the

control group (M = 4.34, SD = 0.96) (t(205) = 1.18, p = 0.240). The Mann-Whitney test also

1 I felt frustrated while visiting this shopping website. 2 I found this shopping website confusing to use. 3 Using this shopping website was taxing.

Page 43: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

31

proved that the user engagement was not significantly greater for the treatment group (Mdn =

4.58) than for the control group (Mdn = 4.46) (U = 4958.50, p = 0.363). This result shows that

the introduction of badges does not make consumers more engaged during shopping in the

online grocery shop, which does not confirm H3a.

Goal commitment was measured by means of a five-item seven-point Likert scale. After

reversing the scores of the items “Het is moeilijk om ‘gezond te kopen’ serieus te nemen.”4,

“Om eerlijk te zijn kan het me niet schelen of ik al dan niet gezond koop.”5 and “Het zou niet

veel vergen om me ‘gezonde voeding kopen’ te laten opgeven.”6, the internal consistency was

determined (α = 0.744) and the mean of the items was calculated. The independent t-test

shows that the mean of the treatment group (M = 5.34, SD = 0.89) is not significantly higher

than the mean of the control group (M = 5.26, SD = 1.00) (t(205) = 0.58, p = 0.564). The Mann-

Whitney test also indicated that the goal commitment was not significantly higher for the

treatment group (Mdn = 5.60) than for the control group (Mdn = 5.30) (U = 5146.50, p = 0.641).

This result shows that the introduction of badges does not make consumers more committed

to their goal during shopping in the online grocery shop, thus not supporting H3b.

Enjoyment was measured by means of a seven-item seven-point Likert scale. The scores of

the items “Ik vond dit een saaie activiteit.”7 and “Deze activiteit hield mijn aandacht helemaal

niet.”8 were reversed. After determining the internal consistency (α = 0.913), the mean of the

items was calculated. The independent t-test shows that the mean of the treatment group (M

= 4.57, SD = 1.17) is not significantly higher than the mean of the control group (M = 4.35, SD

= 1.21) (t(205) = 1.32, p = 0.188). The Mann-Whitney test also indicated that the enjoyment

was not significantly greater for the treatment group (Mdn = 4.71) than for the control group

(Mdn = 4.57) (U = 4816.50, p = 0.215). This result shows that the introduction of badges does

not make consumers enjoy themselves more during their online grocery shopping, which does

not confirm H3c.

To measure consumers’ intrinsic motivation, perceived autonomy and competence were

assessed. A seven-item seven-point Likert scale was used to measure perceived autonomy.

“Ik had het gevoel dat het niet mijn eigen keuze was om deze taak te doen.”9, Ik had niet echt

een keuze over deze activiteit.”10, “Ik had het gevoel dat ik dit moest doen.”11, “Ik heb deze

4 It’s hard to take ‘eating healthily’ seriously. 5 Quite frankly, I don’t care if I buy healthily or not. 6 It wouldn’t take much to make me abandon ‘buying healthy foods’. 7 I thought this was a boring activity. 8 This activity did not hold my attention at all. 9 I felt like it was not my own choice to do this task. 10 I didn’t really have a choice about doing this task. 11 I felt like I had to do this.

Page 44: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

32

activiteit gedaan omdat ik geen keuze had.”12 and “Ik heb deze activiteit gedaan omdat ik dit

moest.”13 were reversed. After determining the internal consistency (α = 0.856), the mean of

the items was calculated. The independent t-test shows that the mean of the treatment group

(M = 5.33, SD = 0.88) is not significantly higher than the mean of the control group (M = 5.14,

SD = 1.05) (t(205) = 1.40, p = 0.162). The Mann-Whitney test also showed that the perceived

autonomy was not significantly greater for the treatment group (Mdn = 5.29) than for the control

group (Mdn = 5.14) (U = 4945.00, p = 0.346). A six-item seven-point Likert scale, with reversed

item “Deze activiteit kon ik niet goed.”14, (α = 0.857) measured competence. The independent

t-test shows that the mean of the treatment group (M = 4.99, SD = 0.87) is not significantly

higher than the mean of the control group (M = 4.91, SD = 0.81) (t(205) = 0.69, p = 0.490). The

Mann-Whitney test also indicated that the competence was not significantly greater for the

treatment group (Mdn = 5.17) than for the control group (Mdn = 5.00) (U = 4975.00, p = 0.383).

These findings show that consumers are not intrinsically more motivated to buy healthily in an

online grocery shop by the introduction of badges, hence H4 is not confirmed.

The results are summarized in table 8.

12 I did this activity because I had no choice. 13 I did this activity because I had to. 14 This was an activity I couldn’t do very well.

Page 45: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

33

Variable Hypothesis Mean SD t(df) p Confirmed by Mann-

Whitney test?

Average score H1* Mtreatment = 4.30

Mcontrol = 4.19

0.38

0.36 t(205) = 2.19 0.029 Yes

Excitement H2** Mtreatment = 5.75

Mcontrol = 5.23

2.49

2.62 t(205) = 1.46 0.146 Yes

User engagement H3a** Mtreatment = 4.50

Mcontrol = 4.34

0.90

0.96 t(205) = 1.18 0.240 Yes

Goal commitment H3b** Mtreatment = 5.34

Mcontrol = 5.26

0.89

1.00 t(205) = 0.58 0.564 Yes

Enjoyment H3c** Mtreatment = 4.57

Mcontrol = 4.35

1.17

1.21 t(205) = 1.32 0.188 Yes

Perceived autonomy H4** Mtreatment = 5.33

Mcontrol = 5.14

0.88

1.05 t(205) = 1.40 0.162 Yes

Competence H4** Mtreatment = 4.99

Mcontrol = 4.91

0.87

0.81 t(205) = 0.69 0.490 Yes

* Hypothesis confirmed ** Hypothesis not confirmed

Table 8: Results independent t-tests

Page 46: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

34

8. Discussion and limitations

The present experimental study confirms that the introduction of badges steers consumers

towards buying healthier products. However, even though there is a statistically significant

difference, the relevance of this difference is limited. In this study, the groceries were rated on

a scale of one to five, based on their Nutri-score. When extending this reasoning, both 4.30

and 4.19 (the average score of respectively the treatment and control group) would be

considered as a B-rating. For this there are multiple plausible explanations.

First of all, out of the 68 products that were offered in the primitive online grocery store, 32 had

an A-rating, thus there was a predominance of healthy products. Even though an effort was

made to compose the shop in a varied way, it was hard to have more or less the same number

of products for every rating while still being realistic. One reason is that ‘vegetables’ was a

whole section consisting of eight products and all of these have an A-rating. Also, as discussed

in section 3.5.1, products that are rather unhealthy after preparation might have a rather

positive Nutri-score (e.g. fries).

Secondly, 75.4% of the respondents (74.8% in the treatment group, 76.0% in the control group)

had a higher education and as has been previously reported in the literature, higher education

results in making better choices regarding ones diet (Li, & Powdthavee, 2015). However, in

this study the hypothesis that higher educated people buy healthier food cannot be confirmed.

The average score of the less educated people (M = 4.18, SD = 0.37) is not significantly lower

than the average score of the high educated people (M = 4.26, SD = 0.38) (t(205) = -1.32, p =

0.188).

A third clarification could be, that the addition of the Nutri-score made respondents highly

aware of what they were buying and its health rating. Therefore making them more prone to

buy products with an A- or B-rating, both in the control and treatment group.

Another explanation could be that working with a five-point scale is not distinguishing enough.

Meaning there is not enough difference to differentiate oneself. In order to address this issue,

the possibility to work with points (in addition to the Nutri-score) from 1-10 based on the Nutri-

score, in combination with the food triangle, was considered. However, this could have been

confusing for respondents, therefore the decision was made to not work with it during this

experiment.

This analysis did not find evidence of the existence of the secondary effects of gamification

that were mentioned in the literature review. In this study, respondents did not feel more

intrinsically motivated, more excited about their shopping experience, more engaged, more

Page 47: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

35

goal committed, nor enjoyed shopping more when they received badges. Gamification not

significantly influencing intrinsic motivation does appear in other studies (Mekler, et al, 2017).

Another study also suggests that not everyone is equally motivated by badges (Denny, 2013).

That users are not more engaged when gamification is introduced, is contrasting with many

previous research papers (Gustafsson, Katzeff, & Bang, 2009; Dong, Dontcheva, Joseph,

Karahalios, Newman, & Ackerman, 2012; Li, Grossman, & Fitzmaurice, 2012). Users usually

also enjoy the task at hand more when it is gamified (Flatla, Gutwin, Nacke, Bateman, &

Mandryk, 2011). As stated in the literature review, the effectiveness of gamification is

dependent on the context, and e-commerce could be challenging.

Nevertheless, I speculate that lack of secondary effects in the current study might be due to

the fact that the gamification element was limited. Many services use multiple aspects, whilst

here only badges were used. Due to limitations of the survey software, the introduction of a

leader board, something that has been shown to be an excellent form of gamification and

would add an aspect of relatedness, which might make the consumer more intrinsically

motivated, was not feasible. Also, during the shopping process, there was no interaction

between the user and the system possible and therefore no personalization either.

As mentioned before, the amount of products with an A-score was disproportionally high, which

results in the fact that the goal to buy healthily is not that challenging. Next to that, since the

study was not longitudinal, the incentive of ‘shop three more times with us in a healthy way,

and the badge will be upgraded’ had no real outcome.

It is important to remember that even this limited amount of gamification had a positive effect

on the purchase of healthy products, therefore suggesting that an increase of the gamification

elements would result in an even greater effect.

The low NPS can be contributed to the primitiveness of the shop. Several respondents

separately indicated that the absence of an indication on how much they spent thus far was

an impediment. There was also no possibility to navigate through the products by a search

bar. Both are limitations of the software used. An unattractive website, as explained in the

literature review, gives a high possibility of consumers not returning to the shop, thus also not

recommending it to others and contributing to a low NPS.

In the literature review it was discussed how all age groups appreciate gamification equally,

only ease of use diminishes with age and effects tend to diminish quicker for younger users.

The latter could not be researched, since this was not a longitudinal study. A one-way ANOVA-

analysis was conducted to research whether the former can be confirmed with the data of this

study. Based on the literature, it is expected that all variables measured in the survey are equal

Page 48: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

36

for all ages. However, it is important to note that these conclusions should be interpreted with

caution. Considering that only the treatment group can be used for this analysis, the three age

categories that were constructed are small and therefore not necessarily representative of the

population. The categories are shown in table 9.

Category N

Young (age ≤ 25) 48

Middle-age (25 < age < 60) 28

Old (age ≥ 60) 31

Table 9: Age categories

For the variable competence, there was a statistically significant difference between groups as

determined by one-way ANOVA (F(2) = 3.84, p = 0.025). A Tamhanes T2 (equal variances not

assumed, p = 0.026) post hoc-test revealed that the perceived competence of the old category

(4.63 ± 0.85) was statistically significantly lower than the young category (5.13 ± 0.65) (p =

0.021). There was no statistically significant difference between the young and middle-age (p

= 1.00) and middle-age and old (p = 0.168) categories. For all other variables, the null

hypothesis (the mean of all groups are equal) could not be rejected.

A possible explanation for the lower perceived competence could be that elderly people feel

more insecure about using a computer. However, the survey was completed by respondents

who have a computer at home and made the decision to participate without obligations, which

could indicate that all of them feel rather confident in using their computer, even for something

they never did before.

Other limitations of this study include the fact that respondent not really receive what they buy,

possibly leading to not choosing what they would really buy, or even consume. Additionally,

the survey was distributed in my personal network, thus implying that most people who filled

in the survey, have comparable feelings towards health and food consumption.

Page 49: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

37

9. Suggestions for further research and implications

Going forward, further studies could prove quite beneficial to the literature. Future research

should continue to explore the effects of gamification on healthier consumption. First of all, the

gamification should be expanded to multiple elements throughout the shopping experience.

Next to badges, a leader board would be a great addition as it adds competition and a social

aspect. Other factors, such as one’s own avatar, could also be used for personalisation. Next

to that, there should be more interaction between the system and the user. The use of pop-

ups may be beneficial. For example, when choosing something healthy, the user could get a

pop-up to encourage him or her. This interplay would alert consumers during the entire

process. However, it is important that these pop-ups do not happen too often, since it could

make the shopping process cluttered. Another idea could be to work with a scale next to the

shopping basket, which indicates the healthiness of the current basket content and its effect

on the current level or place on the leader board.

In future work, investigating in a longitudinal way might prove important. That way consumers

can invest in a durable way in their health. Promises as ‘the badge will be upgraded when you

come back three more times and shop in a healthy way’ will become more realistic. It would

give insights in whether it motivates in the long-run, whether these are not mainly effects of

newness. Also, the shopping environment should be made more realistic. Both of these can

be achieved by collaborating with a real grocery store. Furthermore, working with a real shop

would eliminate the problem of a population consisting of only similar people and also gives a

realistic view of the distribution of A-labels in comparison to B- to E-labels. It further gives a

higher probability that consumers buy what they will really use, since they actually receive what

they choose and they pay real money for it.

In addition, investigating if gamification works for people that would benefit from it, might prove

an important area for future research. This means to research whether consumers that usually

buy unhealthily are reached with such measures. In this study we see a trend to buy healthier,

but we see that the control group also buys rather healthily. Therefore it could be interesting

to investigate whether consumers who usually buy unhealthily are (greatly) influenced by

gamification. In accordance with this, it can be examined whether consumers eat healthier

when they buy healthier and if it results in them being healthier. Additionally, it can be

researched if consumers are more motivated when they receive an ‘expert’ badge in

comparison with the ‘beginner’ badge. The latter could not be researched in this study, since

the consumer received his or her badge at the end without prior knowledge of which badge

they might earn.

Page 50: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

38

Research discussed in section 1.3.1 showed that in loyalty programs, consumers buy more

when closer to their goal. Therefore, in the future it can be investigated whether consumers

are also incentivised to buy something extra, or things in bigger quantities, in order to reach a

certain badge or level, when that badge or level is not related to the amount bought.

Furthermore, research can clarify whether adding gamification to online grocery stores, makes

consumers like them more, which could result in more consumers using online grocery shops

instead of the brick-and-mortar versions.

In the future, scientists can also research the usability of hedonic and utilitarian motivations, in

order to influence consumers into buying healthier. In this master’s dissertation it was found

difficult to implement, since one person likes tomatoes, and would therefore buy it for hedonic

reasons, but not like carrots, and would therefore buy those for utilitarian reasons. And this

would also differ from one person to another.

An implication of this study is that consumers really tend to buy healthier. Therefore parties

that want to encourage their consumers, can implement gamification. The government can

also make use of gamification to make the public buy healthier.

The current study also indicated some downsides to the Nutri-score. This provides a good

starting point for discussion and further research. It can be an indication that there should be

an adaptation to this Nutri-score or that consumers should be better informed on what the label

indicates and certainly also on what it does not indicate.

Page 51: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

39

10. Conclusion

In conclusion, this paper argued that adding gamification could make consumers buy more

healthily in an online grocery store. This proposition was based on a thorough literature review

on gamification, online (grocery) shopping, obesity and motivation. In this literature review we

learned that gamification is a growing trend among businesses. Adding gaming elements to

non-gaming environments motivates people within all demographic groups to reach certain

goals, when the gaming elements are added with consideration. The literature review also

discussed that online shopping is increasing in turnover every year and that there are multiple

possible advantages that can be attributed to online versus offline shops. Unfortunately, online

grocery shopping is lagging behind because consumers see it as an add-on rather than a

substitute. Additionally, ways in which consumers can be influenced in what they buy were

explored.

Next, the problem of obesity was analysed. An important risk factor for this, is the way the

population currently consumes food. Many initiatives have been taken to reduce obesity rates,

but none have proven to be the break-through. Nutrition labels as a possible solution, has been

discussed elaborately, including demurs regarding the relatively new Nutri-score label. The

“motivating consumers” section discussed four theories that explain how consumers are

motivated to buy certain products during grocery shopping.

After conducting an experiment, it proved to be true that consumers buy more healthily when

gamification elements, more specifically badges, are added. However, there was no proof

found of the secondary effects that are often attributed to gamification. For this there were

multiple possible explanations discussed.

The main limitations of this study were due to the software with which the shop was installed,

which could be solved by conducting this experiment in a real online grocery store, and the

time constraints.

Page 52: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

ix

Reference list

AfricanBioServices. (2019). Master’s thesis about the theory of planned behavior. Retrieved from

https://africanbioservices.eu/masters-thesis-about-the-theory-of-planned-behavior/

Anckar, B., Walden, P., & Jelassi, T. (2002). Creating customer value in online grocery

shopping. International Journal of Retail & Distribution Management, 30(4), 211-220.

Anesbury, Z., Nenycz‐Thiel, M., Dawes, J., & Kennedy, R. (2016). How do shoppers behave online? An

observational study of online grocery shopping. Journal of Consumer Behaviour, 15(3), 261-270.

Arterburn, D. E., Bogart, A., Sherwood, N. E., Sidney, S., Coleman, K. J., Haneuse, S., ... & Selby, J.

(2013). A multisite study of long-term remission and relapse of type 2 diabetes mellitus following gastric

bypass. Obesity surgery, 23(1), 93-102.

Ball, K., Mouchacca, J., & Jackson, M. (2014). The feasibility and appeal of mobile ‘apps’ for supporting

healthy food purchasing and consumption among socioeconomically disadvantaged women: a pilot

study. Health promotion journal of Australia, 25(2), 79-82.

Becommerce (2017). Nieuw record: Belgen kopen voor meer dan 9 miljard euro online in 2016.

Retrieved from https://www.becommerce.be/nl/pers/persberichten/d/detail/nieuw-record-belgen-kopen-

voor-meer-dan-9-miljard-euro-online-in-2016.

Bell, C. G., Walley, A. J., & Froguel, P. (2005). The genetics of human obesity. Nature reviews

genetics, 6(3), 221.

Bhattacherjee, A. (2001). An empirical analysis of the antecedents of electronic commerce service

continuance. Decision support systems, 32(2), 201-214.

Bonezzi, A., Brendl, C. M., & De Angelis, M. (2011). Stuck in the middle: The psychophysics of goal

pursuit. Psychological science, 22(5), 607-612.

Boyer, K. K., & Hult, G. T. M. (2005). Extending the supply chain: integrating operations and marketing

in the online grocery industry. Journal of Operations Management, 23(6), 642-661.

Butgereit, L., & Martinus, L. (2016, November). AirCycle proof-of-concept: Work towards using

gamification and IoT to fight the global obesity crisis. In Advances in Computing and Communication

Engineering (ICACCE), 2016 International Conference on (pp. 2-6). IEEE.

Childers, T. L., Carr, C. L., Peck, J., & Carson, S. (2001). Hedonic and utilitarian motivations for online

retail shopping behavior. Journal of retailing, 77(4), 511-535.

Colruyt Group. (2018). Collect&Go. Retrieved from https://colruyt.collectandgo.be/cogo/nl/home.

Page 53: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

x

Comeos vzw (2018). E-commerce Belgium 2018 [Powerpoint slides]. Retrieved from

https://www.comeos.be/research/216600/E-commercestudie-2018.

Danaher, P. J., Wilson, I. W., & Davis, R. A. (2003). A comparison of online and offline consumer brand

loyalty. Marketing Science, 22(4), 461-476.

De Pelsmacker, P., Geuens, M., & Van den Bergh, J. (2007). Marketing communications: A European

perspective. Pearson education.

Degeratu, A. M., Rangaswamy, A., & Wu, J. (2000). Consumer choice behavior in online and traditional

supermarkets: The effects of brand name, price, and other search attributes. International Journal of

research in Marketing, 17(1), 55-78.

Denny, P. (2013, April). The effect of virtual achievements on student engagement. In Proceedings of

the SIGCHI conference on human factors in computing systems (pp. 763-772). ACM.

Deshpande, S., Basil, M. D., & Basil, D. Z. (2009). Factors influencing healthy eating habits among

college students: An application of the health belief model. Health marketing quarterly, 26(2), 145-164.

Desrocher, C., Léger, P. M., Sénécal, S., Pagé, S. A., & Mirhoseini, S. (2015, December). The influence

of product type, mathematical complexity, and visual attention on the attitude toward the website: The

case of online grocery shopping. In Fourteenth Pre-ICIS SIG-HCI Workshop, Fort Worth, TX.

Dong, T., Dontcheva, M., Joseph, D., Karahalios, K., Newman, M., & Ackerman, M. (2012, May).

Discovery-based games for learning software. In Proceedings of the SIGCHI conference on human

factors in computing systems (pp. 2083-2086). ACM.

Easley, D., & Ghosh, A. (2016). Incentives, gamification, and game theory: an economic approach to

badge design. ACM Transactions on Economics and Computation (TEAC), 4(3), 16.

Eenvoudig afvallen. (2019). Voedingswaarde gefrituurde frieten (uit de diepvries). Retrieved from

https://www.eenvoudig-afvallen.nl/voedingswaarde/hoeveel-calorieen/gefrituurde-frieten-uit-de-

diepvries/53957.

Egnell, M., Kesse-Guyot, E., Galan, P., Touvier, M., Rayner, M., Jewell, J., ... & Julia, C. (2018). Impact

of Front-of-Pack Nutrition Labels on Portion Size Selection: An Experimental Study in a French Cohort.

Nutrients, 10(9), 1268.

Epstein, L. H., Gordy, C. C., Raynor, H. A., Beddome, M., Kilanowski, C. K., & Paluch, R. (2001).

Increasing fruit and vegetable intake and decreasing fat and sugar intake in families at risk for childhood

obesity. Obesity research, 9(3), 171-178.

Fadhil, A. (2018). A Review of Empirical Applications on Food Waste Prevention & Management. arXiv

preprint arXiv:1803.05986.

Page 54: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xi

Field, A. E., Willett, W. C., Lissner, L., & Colditz, G. A. (2007). Dietary fat and weight gain among women

in the Nurses’ Health Study. Obesity, 15(4), 967-976.

Flatla, D. R., Gutwin, C., Nacke, L. E., Bateman, S., & Mandryk, R. L. (2011, October). Calibration

games: making calibration tasks enjoyable by adding motivating game elements. In Proceedings of the

24th annual ACM symposium on User interface software and technology (pp. 403-412). ACM.

GBD 2015 Obesity Collaborators. (2017). Health effects of overweight and obesity in 195 countries over

25 years. New England Journal of Medicine, 377(1), 13-27.

GBD 2017 Diet Collaborators. (2019). Health effects of dietary risks in 195 countries, 1990–2017: a

systematic analysis for the Global Burden of Disease Study 2017. The Lancet.

https://doi.org/10.1016/S0140-6736(19)30041-8.

Ghazali, E., Mutum, D., & Mahbob, N. A. (2006). Exploratory study of buying fish online: are Malaysians

ready to adopt online grocery shopping?. International Journal of Electronic Marketing and

Retailing, 1(1), 67-82.

Gibson, D., Ostashewski, N., Flintoff, K., Grant, S., & Knight, E. (2015). Digital badges in education.

Education and Information Technologies, 20(2), 403-410.

Gillenson, M. L., & Sherrell, D. L. (2002). Enticing online consumers: an extended technology

acceptance perspective. Information & management, 39(8), 705-719.

González, C. S., Gómez, N., Navarro, V., Cairós, M., Quirce, C., Toledo, P., & Marrero-Gordillo, N.

(2016). Learning healthy lifestyles through active videogames, motor games and the gamification of

educational activities. Computers in Human Behavior, 55, 529-551.

Gustafsson, A., Katzeff, C., & Bang, M. (2009). Evaluation of a pervasive game for domestic energy

engagement among teenagers. Computers in Entertainment (CIE), 7(4), 54.

Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does gamification work?--a literature review of

empirical studies on gamification. In 2014 47th Hawaii international conference on system sciences

(HICSS) (pp. 3025-3034). IEEE.

Hamari, J., & Koivisto, J. (2015). Why do people use gamification services?. International Journal of

Information Management, 35(4), 419-431.

Hamari, J. (2017). Do badges increase user activity? A field experiment on the effects of

gamification. Computers in human behavior, 71, 469-478.

Hand, C., Dall'Olmo Riley, F., Harris, P., Singh, J., & Rettie, R. (2009). Online grocery shopping: the

influence of situational factors. European journal of Marketing, 43(9/10), 1205-1219.

Page 55: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xii

Hanks, A. S., Just, D. R., Smith, L. E., & Wansink, B. (2012). Healthy convenience: nudging students

toward healthier choices in the lunchroom. Journal of Public Health, 34(3), 370-376.

Hansen, T., Jensen, J. M., & Solgaard, H. S. (2004). Predicting online grocery buying intention: a

comparison of the theory of reasoned action and the theory of planned behavior. International Journal

of Information Management, 24(6), 539-550.

Hansen, T. (2005). Consumer adoption of online grocery buying: a discriminant analysis. International

Journal of Retail & Distribution Management, 33(2), 101-121.

Hansen, T. (2008). Consumer values, the theory of planned behaviour and online grocery

shopping. International Journal of Consumer Studies, 32(2), 128-137.

Hersey, J. C., Wohlgenant, K. C., Arsenault, J. E., Kosa, K. M., & Muth, M. K. (2013). Effects of front-

of-package and shelf nutrition labeling systems on consumers. Nutrition reviews, 71(1), 1-14.

Hollis-Hansen, K., Seidman, J., O'Donnell, S., & Epstein, L. H. (2018). Episodic future thinking and

grocery shopping online. Appetite.

Hruby, A., Manson, J. E., Qi, L., Malik, V. S., Rimm, E. B., Sun, Q., ... & Hu, F. B. (2016). Determinants

and consequences of obesity. American journal of public health, 106(9), 1656-1662.

Hu, R., Fico, G., Cancela, J., & Arredondo, M. T. (2014, June). Gamification system to support family-

based behavioral interventions for childhood obesity. In Biomedical and Health Informatics (BHI), 2014

IEEE-EMBS International Conference on(pp. 181-184). IEEE.

Huang, Y., & Oppewal, H. (2006). Why consumers hesitate to shop online: An experimental choice

analysis of grocery shopping and the role of delivery fees. International Journal of Retail & Distribution

Management, 34(4/5), 334-353.

Hull, C. L. (1932). The goal-gradient hypothesis and maze learning. Psychological Review, 39(1), 25.

Hull, C. L. (1934). The rat's speed-of-locomotion gradient in the approach to food. Journal of

comparative psychology, 17(3), 393.

Huotari, K., & Hamari, J. (2012, October). Defining gamification: a service marketing perspective.

In Proceeding of the 16th international academic MindTrek conference (pp. 17-22). ACM.

Huyghe, E., Verstraeten, J., Geuens, M., & Van Kerckhove, A. (2017). Clicks as a healthy alternative to

bricks: how online grocery shopping reduces vice purchases. Journal of Marketing Research, 54(1), 61-

74.

Iglo. (2018). Belgische frieten 1 kg. Retrieved from https://www.iglo.be/nl-be/products/frieten-1-kg.

Page 56: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xiii

Infoteur (2019). Ziekten door slechte voeding. Retrieved from https://mens-en-

gezondheid.infonu.nl/ziekten/108948-ziekten-door-slechte-voeding.html.

Investopedia. (2019). Opportunity Cost Definition. Retrieved from

https://www.investopedia.com/terms/o/opportunitycost.asp

Jacobs, F. (2018). Obesity in America vs. Europe: 2 maps explain it all. Retrieved from

https://bigthink.com/strange-maps/two-maps-and-one-graph-comparing-obesity-in-america-and-

europe.

James, P., Troped, P. J., Hart, J. E., Joshu, C. E., Colditz, G. A., Brownson, R. C., ... & Laden, F. (2013).

Urban sprawl, physical activity, and body mass index: Nurses’ Health Study and Nurses’ Health Study

II. American journal of public health, 103(2), 369-375.

Jiang, R., Manson, J. E., Stampfer, M. J., Liu, S., Willett, W. C., & Hu, F. B. (2002). Nut and peanut

butter consumption and risk of type 2 diabetes in women. Jama, 288(20), 2554-2560.

Jisana, T. K. (2014). Consumer behaviour models: an overview. Sai Om Journal of Commerce &

Management, 1(5), 34-43.

Johnson, D., Deterding, S., Kuhn, K. A., Staneva, A., Stoyanov, S., & Hides, L. (2016). Gamification for

health and wellbeing: A systematic review of the literature. Internet Interventions, 6, 89-106.

Jones, B. A., Madden, G. J., & Wengreen, H. J. (2014). The FIT Game: preliminary evaluation of a

gamification approach to increasing fruit and vegetable consumption in school. Preventive medicine, 68,

76-79.

Jones, B. A., Madden, G. J., Wengreen, H. J., Aguilar, S. S., & Desjardins, E. A. (2014). Gamification of

dietary decision-making in an elementary-school cafeteria. PLoS One, 9(4), e93872.

Julia, C., Charpak, Y., Rusch, E., Lecomte, F., Lombrail, P., & Hercberg, S. (2018). Promoting public

health in nutrition: Nutri-score and the tug of war between public health and the food industry. The

European Journal of Public Health, 28(3), 396-397.

Julia, C., & Hercberg, S. (2017). Development of a new front-of-pack nutrition label in France: the five-

colour Nutri-score. Public Health Panorama, 3(4), 712-725.

Keeney, R. L. (1999). The value of Internet commerce to the customer. Management science, 45(4),

533-542.

Kim, H., Kang, J. H., Park, H. A., Cho, S. H., Jeon, S., Jung, J. H., & Sung, E. (2015). Development of

a Smartphone Application Prototype for Child Obesity Prevention: Rationale and Study Design of

Acceptability and Feasibility Tests. Korean Journal of Health Promotion, 15(4), 194-201.

Page 57: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xiv

King, D., Greaves, F., Exeter, C., & Darzi, A. (2013). ‘Gamification’: Influencing health behaviours with

games.

Kivetz, R., Urminsky, O., & Zheng, Y. (2006). The goal-gradient hypothesis resurrected: Purchase

acceleration, illusionary goal progress, and customer retention. Journal of Marketing Research, 43(1),

39-58.

Klein, H. J., Wesson, M. J., Hollenbeck, J. R., Wright, P. M., & DeShon, R. P. (2001). The assessment

of goal commitment: A measurement model meta-analysis. Organizational behavior and human

decision processes, 85(1), 32-55.

Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from

gamification. Computers in Human Behavior, 35, 179-188.

Kolenda Group LLC. (2019). Choice Psychology. Retrieved from https://www.nickkolenda.com/choice-

psychology/.

Kroese, F. M., Marchiori, D. R., & de Ridder, D. T. (2015). Nudging healthy food choices: a field

experiment at the train station. Journal of Public Health, 38(2), e133-e137.

Labbe, D., Ferrage, A., Rytz, A., Pace, J., & Martin, N. (2015). Pleasantness, emotions and perceptions

induced by coffee beverage experience depend on the consumption motivation (hedonic or

utilitarian). Food quality and preference, 44, 56-61.

Lal, R., & Bell, D. E. (2003). The impact of frequent shopper programs in grocery retailing. Quantitative

marketing and economics, 1(2), 179-202.

Lavrakas, P. J. (2008). Encyclopedia of survey research methods Thousand Oaks, CA: Sage

Publications, Inc. doi: 10.4135/9781412963947

Leenheer, J., Van Heerde, H. J., Bijmolt, T. H., & Smidts, A. (2007). Do loyalty programs really enhance

behavioral loyalty? An empirical analysis accounting for self-selecting members. International Journal

of Research in Marketing, 24(1), 31-47.

Li, W., Grossman, T., & Fitzmaurice, G. (2012, October). GamiCAD: a gamified tutorial system for first

time autocad users. In Proceedings of the 25th annual ACM symposium on User interface software and

technology (pp. 103-112). ACM.

Li, J., & Powdthavee, N. (2015). Does more education lead to better health habits? Evidence from the

school reforms in Australia. Social Science & Medicine, 127, 83-91.

Lin, J. J., Mamykina, L., Lindtner, S., Delajoux, G., & Strub, H. B. (2006, September). Fish’n’Steps:

Encouraging physical activity with an interactive computer game. In International conference on

ubiquitous computing (pp. 261-278). Springer, Berlin, Heidelberg.

Page 58: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xv

Liu, S., Willett, W. C., Manson, J. E., Hu, F. B., Rosner, B., & Colditz, G. (2003). Relation between

changes in intakes of dietary fiber and grain products and changes in weight and development of obesity

among middle-aged women. The American journal of clinical nutrition, 78(5), 920-927.

Lone, S., Khelladi, A., Packiarajah, S. (2018a). Ecommerce Report Belgium 2018 [Powerpoint slides].

Retrieved from https://www.ecommercewiki.org/reports/611/belgium-2018-ecommerce-report-free.

Lone, S., Khelladi, A., Packiarajah, S. (2018b). European Ecommerce Report 2018 Edition [Powerpoint

slides]. Retrieved from https://www.ecommercewiki.org/reports/614/european-ecommerce-report-2018.

Lounis, S., Neratzouli, X., & Pramatari, K. (2013, April). Can gamification increase consumer

engagement? A qualitative approach on a green case. In Conference on e-Business, e-Services and e-

Society (pp. 200-212). Springer, Berlin, Heidelberg.

Lowe, B., Fraser, I., & Souza‐Monteiro, D. M. (2015). A change for the better? Digital health technologies

and changing food consumption behaviors. Psychology & Marketing, 32(5), 585-600.

Luhanga, E. T., Hippocrate, A. A. E., Suwa, H., Arakawa, Y., & Yasumoto, K. (2016, October). Happyinu:

exploring how to use games and extrinsic rewards for consistent food tracking behavior. In Mobile

Computing and Ubiquitous Networking (ICMU), 2016 Ninth International Conference on (pp. 1-7). IEEE.

Luomala, H. T., Sihvonen, J., Syrjälä, H., Mäkilä, T., Könnölä, K., Liukkonen, T., ... & Sandell, M. (2017).

Linking Digital Game-Playing Motivations to Food Consumption. In Proceedings of the 1st International

GamiFIN Conference (pp. 111-119).

Lynch, E. B., Holmes, S., Keim, K., & Koneman, S. A. (2012). Concepts of healthful food among low-

income African American women. Journal of nutrition education and behavior, 44(2), 154-159.

Mekary, R. A., Feskanich, D., Malspeis, S., Hu, F. B., Willett, W. C., & Field, A. E. (2009). Physical

activity patterns and prevention of weight gain in premenopausal women. international Journal of

Obesity, 33(9), 1039.

Mekary, R. A., Giovannucci, E., Willett, W. C., van Dam, R. M., & Hu, F. B. (2012). Eating patterns and

type 2 diabetes risk in men: breakfast omission, eating frequency, and snacking. The American journal

of clinical nutrition, 95(5), 1182-1189.

Mekler, E. D., Brühlmann, F., Tuch, A. N., & Opwis, K. (2017). Towards understanding the effects of

individual gamification elements on intrinsic motivation and performance. Computers in Human

Behavior, 71, 525-534.

Milkman, K. L., Rogers, T., & Bazerman, M. H. (2010). I’ll have the ice cream soon and the vegetables

later: A study of online grocery purchases and order lead time. Marketing Letters, 21(1), 17-35.

Page 59: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xvi

Moreira, C. C., Moreira, E. A. M., & Fiates, G. M. R. (2015). Perceived purchase of healthy foods is

associated with regular consumption of fruits and vegetables. Journal of nutrition education and

behavior, 47(3), 248-252.

Morganosky, M. A., & Cude, B. J. (2000). Consumer response to online grocery shopping. International

Journal of Retail & Distribution Management, 28(1), 17-26.

Mozaffarian, D., Hao, T., Rimm, E. B., Willett, W. C., & Hu, F. B. (2011). Changes in diet and lifestyle

and long-term weight gain in women and men. New England Journal of Medicine, 364(25), 2392-2404.

Nestle, M. (2013). Food politics: How the food industry influences nutrition and health (Vol. 3). Univ of

California Press.

Nunes, J. C., & Dreze, X. (2006). The endowed progress effect: How artificial advancement increases

effort. Journal of Consumer Research, 32(4), 504-512.

O’Brien, H. L., Cairns, P., & Hall, M. (2018). A practical approach to measuring user engagement with

the refined user engagement scale (UES) and new UES short form. International Journal of Human-

Computer Studies, 112, 28-39.

O’Brien, M. C., McConnon, A., Hollywood, L. E., Cuskelly, G. J., Barnett, J., Raats, M., & Dean, M.

(2015). Let’s talk about health: shoppers’ discourse regarding health while food shopping. Public health

nutrition, 18(6), 1001-1010.

Oyibo, K., Orji, R., & Vassileva, J. (2017). Investigation of the Persuasiveness of Social Influence in

Persuasive Technology and the Effect of Age and Gender. In PPT@ PERSUASIVE (pp. 32-44).

Pan, A., Malik, V. S., Hao, T., Willett, W. C., Mozaffarian, D., & Hu, F. B. (2013). Changes in water and

beverage intake and long-term weight changes: results from three prospective cohort

studies. International journal of obesity, 37(10), 1378.

Patel, S. R., & Hu, F. B. (2008). Short sleep duration and weight gain: a systematic

review. Obesity, 16(3), 643-653.

Rajeeva, K. V. (2017, November 8). What is stackoverflow? [Online Forum Post]. Message posted to

https://www.quora.com/What-is-stackoverflow-1.

Richards, C., Thompson, C. W., & Graham, N. (2014, October). Beyond designing for motivation: the

importance of context in gamification. In Proceedings of the first ACM SIGCHI annual symposium on

Computer-human interaction in play (pp. 217-226). ACM.

Riches, S. P., Aveyard, P., Piernas, C., Rayner, M., & Jebb, S. A. (2019). Optimising swaps to reduce

the salt content of food purchases in a virtual online supermarket: A randomised controlled trial. Appetite,

133, 378-386.

Page 60: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xvii

Robson, K., Plangger, K., Kietzmann, J., McCarthy, I., & Pitt, L. (2014). Understanding gamification of

consumer experiences. ACR North American Advances.

Rodrigues, L. F., Costa, C. J., & Oliveira, A. (2014, May). How gamification can influence the web design

and the customer to use the e-banking systems. In Proceedings of the International Conference on

Information Systems and Design of Communication (pp. 35-44). ACM.

Ryan, R. M., & Deci, E. L. (2000a). Intrinsic and extrinsic motivations: Classic definitions and new

directions. Contemporary educational psychology, 25(1), 54-67.

Ryan, R. M., & Deci, E. L. (2000b). Self-determination theory and the facilitation of intrinsic motivation,

social development, and well-being. American psychologist, 55(1), 68.

Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006). The motivational pull of video games: A self-

determination theory approach. Motivation and emotion, 30(4), 344-360.

Satmetrix Systems, Inc. (2017). What Is Net Promoter?. Retrieved from

https://www.netpromoter.com/know/

Schulze, M. B., Fung, T. T., Manson, J. E., Willett, W. C., & Hu, F. B. (2006). Dietary patterns and

changes in body weight in women. Obesity, 14(8), 1444-1453.

Schulze, M. B., Manson, J. E., Ludwig, D. S., Colditz, G. A., Stampfer, M. J., Willett, W. C., & Hu, F. B.

(2004). Sugar-sweetened beverages, weight gain, and incidence of type 2 diabetes in young and middle-

aged women. Jama, 292(8), 927-934.

Selfdeterminationtheory.org. (2019). Intrinsic Motivation Inventory [pdf file]. Retrieved from

http://selfdeterminationtheory.org/intrinsic-motivation-inventory/.

Shankar, V., Rangaswamy, A., & Pusateri, M. (1999). The online medium and customer price

sensitivity. University Park: E-business Research Center.

Silayoi, P., & Speece, M. (2004). Packaging and purchase decisions: An exploratory study on the impact

of involvement level and time pressure. British food journal, 106(8), 607-628.

Škuta, P., & Kostolányová, K. (2016). The Inclusion of Gamification Elements in the Educational

Process. In Conference on Distance Learning in Applied Informatics (pp. 421-429).

Snell, J. (2019). Can Badges in Gamified Systems Promote Weight-Related Behavior Change?

(Doctoral dissertation).

Souza-Júnior, M., Queiroz, L., Correia-Neto, J., & Vilar, G. (2016). Evaluating the use of gamification in

m-health lifestyle-related applications. In New Advances in Information Systems and Technologies (pp.

63-72). Springer, Cham.

Page 61: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xviii

Spitz, R., Queiroz, F., Pereira, C., Leite, L. C., Ferranti, M. P., & Dam, P. (2018, July). Do You Eat This?

Changing Behavior Through Gamification, Crowdsourcing and Civic Engagement. In International

Conference of Design, User Experience, and Usability (pp. 67-79). Springer, Cham.

Sunstein, C., & Thaler, R. (2008). Nudge. The politics of libertarian paternalism. New Haven.

The New Pub. (2019, April 29). Delhaize lanceert healthy ucoins. The New Pub. Retrieved from

https://pub.be/nl/delhaize-lanceert-healthy-ucoins/.

To, P. L., Liao, C., & Lin, T. H. (2007). Shopping motivations on Internet: A study based on utilitarian

and hedonic value. Technovation, 27(12), 774-787.

UZ Leuven (2018). Types chirurgie obesitas. Retrieved from

http://www.uzleuven.be/nl/obesitaskliniek/types-chirurgie-obesitas.

Van Kleef, E., Otten, K., & van Trijp, H. C. (2012). Healthy snacks at the checkout counter: A lab and

field study on the impact of shelf arrangement and assortment structure on consumer choices. BMC

public health, 12(1), 1072.

Verplanken, B., & Faes, S. (1999). Good intentions, bad habits, and effects of forming implementation

intentions on healthy eating. European Journal of Social Psychology, 29(5‐6), 591-604.

Vlaams Instituut Gezond Leven (2019a). Welke types voedingslabels zijn er? Retrieved from

https://www.gezondleven.be/themas/voeding/beleid/voedingslabels/welke-types-voedingslabels-zijn-

er.

Vlaams Instituut Gezond Leven (2019b). Nutri-score label. Retrieved from

https://www.gezondleven.be/themas/voeding/beleid/voedingslabels/nutri-score-

label?gclid=Cj0KCQiAvebhBRD5ARIsAIQUmnlBH0jVOEFFsB9etQ4U2nUL4YYJ3mdHlBukRyxQ7pb

mnXFLxHFEDZ0aAubHEALw_wcB.

vrtnws. (2019, April 3). Wanneer diepvriesfrieten "gezonder" zijn dan zalm: is er iets mis met de

nutriscore?. vrtnws. Retrieved from https://www.vrt.be/vrtnws/nl/2019/04/03/nutriscore/.

Wannamethee, S. G., Field, A. E., Colditz, G. A., & Rimm, E. B. (2004). Alcohol intake and 8‐year weight

gain in women: a prospective study. Obesity research, 12(9), 1386-1396.

Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the

stereotypical gamer profile. Journal of computer-mediated communication, 13(4), 993-1018.

Wortley, D. (2014). Gamification and geospatial health management. In IOP Conference Series: Earth

and Environmental Science (Vol. 20, No. 1, p. 012039). IOP Publishing.

Page 62: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xix

Wortley, D. (2015, October). Gamification and Lifestyle Technologies for Personal Health Management.

In European Conference on Games Based Learning (p. 762). Academic Conferences International

Limited.

Wu, W. Y., Lee, C. L., Fu, C. S., & Wang, H. C. (2013). How can online store layout design and

atmosphere influence consumer shopping intention on a website?. International Journal of Retail &

Distribution Management, 42(1), 4-24.

Wyatt, S. B., Winters, K. P., & Dubbert, P. M. (2006). Overweight and obesity: prevalence,

consequences, and causes of a growing public health problem. The American journal of the medical

sciences, 331(4), 166-174.

Xi, N., & Hamari, J. (2019). Does gamification satisfy needs? A study on the relationship between

gamification features and intrinsic need satisfaction. International Journal of Information Management,

46, 210-221.

Page 63: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xx

Addendum 1: The calculation of the Nutri-score label (Julia, &

Hercberg, 2017)

Page 64: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxi

Addendum 2: Survey

2.1 Introduction

Bedankt om deel te nemen aan dit experiment voor mijn masterproef. De enquête neemt een

kleine 15 minuten in beslag om volledig in te vullen.

Al uw antwoorden worden anoniem verwerkt.

Indien u de volledige enquête invult, kan u meedoen om een bon t.w.v. €20, voor een

grootwarenhuis naar keuze te winnen.

Bregje Liessens

Master student Business Economics: Marketing

[email protected]

2.2 Treatment

Op de volgende pagina betreedt u een online grootwarenhuis. Elk product is voorzien van een

nutri-score.

Een score A betekent dat het product erg goed scoort op de aan-/afwezigheid van

verschillende voedingsstoffen.

Daarnaast werkt het grootwarenhuis met een badgesysteem. In ruil voor het aankopen van

gezonde voeding (een score A of B), krijgt u een betere badge, dan als u hoofdzakelijk minder

gezonde voeding koopt.

Buiten specerijen heeft u niets meer in huis, dus u moet zich bevoorraden. Doe inkopen voor

1 persoon, voor 3 dagen, met een maximumbudget van €50. U mag zoveel of zo weinig

producten per categorie kiezen, als u zelf wilt. U koopt de hoeveelheid die bij het product

aangegeven staat.

In het kader van dit onderzoek is het belangrijk dat u het maximumbudget niet overschrijdt en

minimum 1 product koopt. Indien u dit niet doet, zal u opnieuw moeten beginnen.

Page 65: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxii

Gefeliciteerd! Dankzij het kiezen voor onze winkel, hebt u uw eerste badge verdiend.

Shop nog 3 keer bij ons, op een gezonde manier, om deze badge te upgraden.

Drank

Fruitsap - € 3,60/liter Alcoholische dranken - € 8,65/liter Melk - € 0,99/liter

Page 66: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxiii

Frisdrank - € 1,03/liter Water - € 0,60/liter Frisdrank light/zero - € 0,80/liter

Vlees

Kalkoen - € 1,59/200g Chipolata - € 1,60/200g Gehakt - € 1,48/200g Lamskoteletten - € 2,79/200g

Biefstuk - € 2,73/200g Kalfsburger - € 1,99/200g Varkensvlees - € 1,99/200g Kipfilet - € 1,36/200g

Page 67: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxiv

Vis

Kabeljauw - € 3,63/200g Pangasiusfilet - € 1,99/200g Haring - € 2,18/200g

Zalm - € 5,39/200g Forel - € 2,68/200g

Veggie/vegan

Groentenburger - € 1,86/200g Quorn burger - € 3,65/200g Tofu - € 2,06/200g Notenburger - € 3,98/200g

Page 68: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxv

Koolhydraten

Couscous - € 2,19/kg Kroketten - € 1,89/kg Aardappelen - € 1,19/kg

Frieten - € 0,88/kg Rijst - € 2,90/kg Pasta - € 3,50/kg

Bereide gerechten

Aardappelpuree - € 0,80/200g Lasagne - € 2,24/400g Soep - € 1,19/460ml

Page 69: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxvi

Appelmoes - € 0,65/200g Bolognese saus - € 2,19/700g

Zuivelproducten

Eieren - € 1,79/6stk Kaas - € 2,98/200g Yoghurt - € 1,46/kg

Groenten

Sla - € 0,60/500g Tomaten - € 1,25/500g Brocolli - € 1,35/500g Bloemkool - € 0,98/500g

Page 70: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxvii

Soepgroenten - € 2,69/kg Wortelen - € 0,43/500g Courgette - € 1,00/500g Paprika - € 1,13/500g

Diepvries maaltijden

Macaroni kaas - € 2,15/500g Kaaskroketten - € 1,20/6stk Pizza - € 2,43 Loempia - € 3,07/4stk

Broodbeleg

Ham - € 3,76/200g Chocoladepasta - € 1,48/200g Pindakaas - € 1,17/200g

Page 71: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxviii

Salami - € 2,19/200g Confituur - € 1,10/200g

Ontbijtproducten

Koffiekoeken - € 1,38/6stk Brood - € 2,49/stk Toast - € 0,79/500g

Muesli - € 2,29/500g Havermout - € 0,87/500g Ontbijtgranen - € 3,55/500g

Page 72: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxix

Desserts / tussendoortjes

Noten - € 1,99/200g Chips - € 0,54/200g Pudding - € 3,20/kg Koekjes - € 1,33/200g

Snoep - € 1,12/200g Fruit - € 1,00/500g Chocolade - € 0,87/200g Schepijs - € 1,89/liter

2.3 Control

Op de volgende pagina betreedt u een online grootwarenhuis. Elk product is voorzien van

een nutri-score.

Een score A betekent dat het product erg goed scoort op de aan-/afwezigheid van

verschillende voedingsstoffen.

Page 73: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxx

Buiten specerijen heeft u niets meer in huis, dus u moet zich bevoorraden. Doe inkopen voor

1 persoon, voor 3 dagen, met een maximumbudget van €50. U mag zoveel of zo weinig

producten per categorie kiezen, als u zelf wilt. U koopt de hoeveelheid die bij het product

aangegeven staat.

In het kader van dit onderzoek is het belangrijk dat u het maximumbudget niet overschrijdt en

minimum 1 product koopt. Indien u dit niet doet, zal u opnieuw moeten beginnen.

Drank

Fruitsap - € 3,60/liter Alcoholische dranken - € 8,65/liter Melk - € 0,99/liter

Frisdrank - € 1,03/liter Water - € 0,60/liter Frisdrank light/zero - € 0,80/liter

Page 74: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxi

Vlees

Kalkoen - € 1,59/200g Chipolata - € 1,60/200g Gehakt - € 1,48/200g Lamskoteletten - € 2,79/200g

Biefstuk - € 2,73/200g Kalfsburger - € 1,99/200g Varkensvlees - € 1,99/200g Kipfilet - € 1,36/200g

Vis

Kabeljauw - € 3,63/200g Pangasiusfilet - € 1,99/200g Haring - € 2,18/200g

Page 75: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxii

Zalm - € 5,39/200g Forel - € 2,68/200g

Veggie/vegan

Groentenburger - € 1,86/200g Quorn burger - € 3,65/200g Tofu - € 2,06/200g Notenburger - € 3,98/200g

Koolhydraten

Couscous - € 2,19/kg Kroketten - € 1,89/kg Aardappelen - € 1,19/kg

Page 76: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxiii

Frieten - € 0,88/kg Rijst - € 2,90/kg Pasta - € 3,50/kg

Bereide gerechten

Aardappelpuree - € 0,80/200g Lasagne - € 2,24/400g Soep - € 1,19/460ml

Appelmoes - € 0,65/200g Bolognese saus - € 2,19/700g

Page 77: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxiv

Zuivelproducten

Eieren - € 1,79/6stk Kaas - € 2,98/200g Yoghurt - € 1,46/kg

Groenten

Sla - € 0,60/500g Tomaten - € 1,25/500g Brocolli - € 1,35/500g Bloemkool - € 0,98/500g

Soepgroenten - € 2,69/kg Wortelen - € 0,43/500g Courgette - € 1,00/500g Paprika - € 1,13/500g

Page 78: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxv

Diepvries maaltijden

Macaroni kaas - € 2,15/500g Kaaskroketten - € 1,20/6stk Pizza - € 2,43 Loempia - € 3,07/4stk

Broodbeleg

Ham - € 3,76/200g Chocoladepasta - € 1,48/200g Pindakaas - € 1,17/200g

Salami - € 2,19/200g Confituur - € 1,10/200g

Page 79: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxvi

Ontbijtproducten

Koffiekoeken - € 1,38/6stk Brood - € 2,49/stk Toast - € 0,79/500g

Muesli - € 2,29/500g Havermout - € 0,87/500g Ontbijtgranen - € 3,55/500g

Desserts / tussendoortjes

Noten - € 1,99/200g Chips - € 0,54/200g Pudding - € 3,20/kg Koekjes - € 1,33/200g

Page 80: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxvii

Snoep - € 1,12/200g Fruit - € 1,00/500g Chocolade - € 0,87/200g Schepijs - € 1,89/liter

Hartelijk dank om bij ons te winkelen!

Klik op het pijltje om verder te gaan.

2.4 Helaas (Did not read the instructions correctly)

Oeps, het lijkt erop dat u helemaal niks hebt gekocht. Begin opnieuw.

Oeps, u hebt het maximumbudget van €50 overschreden. Begin opnieuw.

2.5 Treatment Outcome Badges

Gefeliciteerd, dankzij de producten die u gekozen heeft, hebt u deze badge verdiend.

Page 81: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxviii

De producten die u kocht, hadden gemiddeld een A- of B-score. U bent erg gezond bezig, doe

zo verder!

Hartelijk dank om bij ons te winkelen! Klik op het pijltje om verder te gaan.

Gefeliciteerd, dankzij de producten die u gekozen hebt, hebt u deze badge verdiend.

Page 82: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xxxix

De producten die u kocht hadden gemiddeld een C-score. U bent op de goede weg! Hartelijk

dank om bij ons te winkelen!

Klik op het pijltje om verder te gaan.

Gefeliciteerd, dankzij de producten die u gekozen hebt, hebt u deze badge verdient.

Page 83: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xl

De producten die u kocht hadden gemiddeld een D- of E-score. Wist u dat we ook gezondere

alternatieven in ons assortiment hebben? U kan ze herkennen aan de A- of B-score.

Hartelijk dank om bij ons te winkelen! Klik op het pijltje om verder te gaan.

2.6 General questions

Hoe waarschijnlijk is het dat u deze online shop (moest hij echt bestaan), aan een vriend of

collega zou aanraden?

Helemaal niet waarschijnlijk Heel waarschijnlijk

0 1 2 3 4 5 6 7 8 9 10

Duid aan wat het beste bij u past. Alle uitspraken hebben betrekking tot het online shoppen

waar u zojuist aan deelnam.

Page 84: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xli

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Terwijl ik deze activiteit aan het doen

was, dacht ik hoeveel ik er van genoot.

Ik vond deze activiteit vrij aangenaam.

Ik zou deze activiteit als ‘erg interessant’

beschrijven.

Ik vond dit een saaie activiteit.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Ik genoot heel erg van deze activiteit.

Deze activiteit hield mijn aandacht

helemaal niet.

Deze activiteit was leuk om te doen.

Duid aan wat het beste bij u past. Alle uitspraken hebben betrekking tot het online shoppen

waar u zojuist aan deelnam.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Om eerlijk te zijn, kan het me niet

schelen of ik al dan niet gezond koop.

Het zou niet veel vergen om me ‘gezonde

voeding kopen’ te laten opgeven.

Duid het middelste bolletje aan.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Het is moeilijk om ‘gezond te kopen’

serieus te nemen.

Page 85: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xlii

Ik denk dat ‘het kopen van gezonde

voeding’ een goed doel is om naar te

streven

Ik ben erg toegewijd aan het kopen van

gezonde voeding.

Duid aan wat het beste bij u past. Alle uitspraken hebben betrekking tot het online shoppen

waar u zojuist aan deelnaam.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Ik was bekwaam in deze activiteit.

Ik denk dat ik in vergelijking met anderen,

deze activiteit goed heb gedaan.

Na enige tijd met deze activiteit bezig te

zijn, voelde ik me bekwaam.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Ik ben tevreden van mijn prestaties bij

deze activiteit.

Ik denk dat ik deze activiteit goed kan.

Deze activiteit kon ik niet goed.

Duid aan wat het beste bij u past. Alle uitspraken hebben betrekking tot het online shoppen

waar u zojuist aan deelnam.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Ik geloof dat ik enige keuze had over

deze activiteit.

Ik had het gevoel dat ik dit moest doen.

Ik heb deze activiteit gedaan omdat ik dit

moest.

Page 86: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xliii

Ik had het gevoel dat het niet mijn eigen

keuze was om deze taak te doen.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Ik heb deze activiteit gedaan omdat ik dat

wou.

Ik heb deze activiteit gedaan omdat ik

geen keuze had.

Ik had niet echt een keuze over deze

activiteit.

Duid aan wat het beste bij u past. Alle uitspraken hebben betrekking tot het online shoppen

waar u zojuist aan deelnam.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Ik was verdiept in mijn winkelervaring.

Ik verloor mezelf in deze winkelervaring.

Deze online winkel is aantrekkelijk.

Ik vond de online winkel verwarrend om

te gebruiken.

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Mijn winkelervaring was lonend.

De tijd die ik aan het winkelen

spendeerde, gleed weg.

Winkelen op deze website was de moeite

waard.

Deze online winkel sprak mijn zintuigen

aan.

Page 87: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xliv

Helemaal

niet

akkoord

Niet

akkoord

Eerder

niet

akkoord

Noch

akkoord,

noch niet

akkoord

Eerder

akkoord Akkoord

Helemaal

akkoord

Ik voelde me geïnteresseerd in mijn

winkeltaak.

Het gebruik van deze online winkel was

lastig.

Ik voelde me gefrustreerd tijdens het

winkelen.

Deze online winkel was esthetisch

aangenaam.

Om af te sluiten, vraag ik u nog deze algemene vragen in te vullen.

Wat is uw geslacht?

Vrouw

Man

Ander

Wat is uw geboortejaar (YYYY)?

Wat is uw hoogst behaalde diploma?

Basisonderwijs

Secundair onderwijs

Bachelor diploma

Master diploma

Doctoraat

Wat is uw dagelijkse bezigheid?

Student

Gepensioneerde

Bediende/arbeider/zelfstandige

Page 88: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xlv

Werkloos

Ander

Wat is uw dieet?

Gevarieerd

Vegetarisch

Veganistisch

Ander

Hartelijk dank voor uw deelname. U bracht mij een stap dichter bij mijn diploma :-) U kan de

enquête afronden door op het pijltje te klikken.

Indien u kans wil maken op een bon t.w.v. €20 voor een grootwarenhuis naar keuze, vul dan

de volgende schiftingsvraag in: Hoeveel personen zullen deze enquête invullen voor 14 april

2019?

Vul hier uw e-mailadres in, zodat ik u kan contacteren als u gewonnen hebt. Dit wordt op geen

enkele manier gelinkt aan uw antwoorden gegeven in de enquête.

Page 89: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xlvi

Addendum 3: SPSS output

3.1 Frequencies

Condition

Frequency Percent Valid Percent

Cumulative

Percent

Valid Treatment 107 51,7 51,7 51,7

Control 100 48,3 48,3 100,0

Total 207 100,0 100,0

Statistics

age

N Valid 207

Missing 0

Mean 41,1594

Std. Deviation 20,02398

Variance 400,960

Minimum 16,00

Maximum 82,00

Wat is uw geslacht?

Frequency Percent Valid Percent

Cumulative

Percent

Valid Man 76 36,7 36,7 36,7

Vrouw 130 62,8 62,8 99,5

Ander 1 ,5 ,5 100,0

Total 207 100,0 100,0

Wat is uw hoogste behaalde diploma?

Frequency Percent Valid Percent

Cumulative

Percent

Valid Basisonderwijs 3 1,4 1,4 1,4

Secundair onderwijs 48 23,2 23,2 24,6

Bachelor diploma 88 42,5 42,5 67,1

Master diploma 65 31,4 31,4 98,6

Doctoraat 3 1,4 1,4 100,0

Total 207 100,0 100,0

Page 90: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xlvii

Wat is uw dagelijkse bezigheid?

Frequency Percent Valid Percent

Cumulative

Percent

Valid Student 81 39,1 39,1 39,1

Bediende/arbeider/zelfstandig

e

76 36,7 36,7 75,8

Gepensioneerd 44 21,3 21,3 97,1

Ander 6 2,9 2,9 100,0

Total 207 100,0 100,0

Wat is uw dieet?

Frequency Percent Valid Percent

Cumulative

Percent

Valid Gevarieerd 182 87,9 87,9 87,9

Vegetarisch 11 5,3 5,3 93,2

Ander 14 6,8 6,8 100,0

Total 207 100,0 100,0

3.2 Internal consistency tests

3.2.1 Enjoyment

Case Processing Summary

N %

Cases Valid 207 100,0

Excludeda 0 ,0

Total 207 100,0

a. Listwise deletion based on all variables in the

procedure.

Reliability Statistics

Cronbach's Alpha N of Items

,913 7

Page 91: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xlviii

Item-Total Statistics

Scale Mean if

Item Deleted

Scale Variance

if Item Deleted

Corrected Item-

Total

Correlation

Cronbach's

Alpha if Item

Deleted

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik genoot

heel erg van deze activiteit.

27,04 49,901 ,836 ,888

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Deze

activiteit was leuk om te doen.

26,42 51,370 ,835 ,890

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik vond dit

een saaie activiteit.

26,25 52,034 ,754 ,897

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Deze

activiteit hield mijn aandacht

helemaal niet.

26,19 56,030 ,522 ,921

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik zou deze

activiteit als 'erg interessant'

beschrijven.

27,12 50,990 ,757 ,897

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik vond deze

activiteit vrij aangenaam.

26,48 50,785 ,854 ,887

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Terwijl ik

deze activiteit aan het doen was,

dacht ik hoeveel ik er van genoot.

27,89 52,332 ,622 ,913

Page 92: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

xlix

3.2.2 Goal commitment

Case Processing Summary

N %

Cases Valid 207 100,0

Excludeda 0 ,0

Total 207 100,0

a. Listwise deletion based on all variables in the

procedure.

Item-Total Statistics

Scale Mean if

Item Deleted

Scale Variance

if Item Deleted

Corrected Item-

Total

Correlation

Cronbach's

Alpha if Item

Deleted

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Het is

moeilijk om 'gezond te kopen' serieus te

nemen.

21,39 15,481 ,455 ,719

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Ik denk

dat 'het kopen van gezonde voeding' een goed

doel is om naar te streven.

20,53 17,736 ,470 ,720

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Het zou

niet veel vergen om me 'gezonde voeding

kopen' te laten opgeven.

21,76 14,883 ,403 ,750

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Ik ben

erg toegewijd aan het kopen van gezonde

voeding.

21,57 14,082 ,640 ,648

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Om

eerlijk te zijn, kan het me niet schelen of ik al

dan niet gezond koop.

20,83 14,038 ,634 ,650

Reliability Statistics

Cronbach's Alpha N of Items

,744 5

Page 93: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

l

3.2.3 Competence

Case Processing Summary

N %

Cases Valid 207 100,0

Excludeda 0 ,0

Total 207 100,0

a. Listwise deletion based on all variables in the

procedure.

Item-Total Statistics

Scale Mean if Item

Deleted

Scale Variance if

Item Deleted

Corrected Item-

Total Correlation

Cronbach's Alpha

if Item Deleted

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik denk dat

ik deze activiteit goed kan.

24,62 17,149 ,788 ,806

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik denk dat

ik in vergelijking met anderen,

deze activiteit goed heb gedaan.

25,20 19,480 ,558 ,848

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Na enige

tijd met deze activiteit bezig te

zijn, voelde ik me bekwaam.

25,03 18,562 ,548 ,852

Reliability Statistics

Cronbach's Alpha N of Items

,857 6

Page 94: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

li

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik ben

tevreden van mijn prestaties bij

deze activiteit.

24,57 18,780 ,642 ,834

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Ik was

bekwaam in deze activiteit.

24,64 17,134 ,757 ,811

Duid aan wat het beste bij u past.

Alle uitspraken hebben betrekking

tot het online shoppen waar u

zojuist aan deelnam. - Deze

activiteit kon ik niet goed.

24,34 18,188 ,598 ,842

3.2.4 Perceived autonomy

Case Processing Summary

N %

Cases Valid 207 100,0

Excludeda 0 ,0

Total 207 100,0

a. Listwise deletion based on all variables in the

procedure.

Reliability Statistics

Cronbach's Alpha N of Items

,856 7

Page 95: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lii

Item-Total Statistics

Scale Mean if

Item Deleted

Scale

Variance if

Item Deleted

Corrected

Item-Total

Correlation

Cronbach's

Alpha if Item

Deleted

Duid aan wat het beste bij u past. Alle uitspraken hebben

betrekking tot het online shoppen waar u zojuist aan

deelnam. - Ik geloof dat ik enige keuze had over deze

activiteit.

31,39 36,102 ,602 ,839

Duid aan wat het beste bij u past. Alle uitspraken hebben

betrekking tot het online shoppen waar u zojuist aan

deelnam. - Ik had het gevoel dat het niet mijn eigen keuze

was om deze taak te doen.

31,47 33,095 ,668 ,829

Duid aan wat het beste bij u past. Alle uitspraken hebben

betrekking tot het online shoppen waar u zojuist aan

deelnam. - Ik had niet echt een keuze over deze activiteit.

31,46 33,026 ,688 ,826

Duid aan wat het beste bij u past. Alle uitspraken hebben

betrekking tot het online shoppen waar u zojuist aan

deelnam. - Ik had het gevoel dat ik dit moest doen.

31,91 33,977 ,538 ,851

Duid aan wat het beste bij u past. Alle uitspraken hebben

betrekking tot het online shoppen waar u zojuist aan

deelnam. - Ik heb deze activiteit gedaan omdat ik geen

keuze had.

31,16 34,591 ,652 ,832

Duid aan wat het beste bij u past. Alle uitspraken hebben

betrekking tot het online shoppen waar u zojuist aan

deelnam. - Ik heb deze activiteit gedaan omdat ik dat

wou.

31,21 35,896 ,625 ,836

Page 96: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

liii

Duid aan wat het beste bij u past. Alle uitspraken hebben

betrekking tot het online shoppen waar u zojuist aan

deelnam. - Ik heb deze activiteit gedaan omdat ik dit

moest.

31,43 34,373 ,601 ,839

3.2.5 Engagement

Item-Total Statistics

Scale Mean if

Item Deleted

Scale Variance if

Item Deleted

Corrected Item-

Total Correlation

Cronbach's

Alpha if Item

Deleted

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Ik

verloor mezelf in deze winkelervaring.

50,25 116,322 ,263 ,893

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - De

tijd dat ik aan het winkelen spendeerde,

gleed weg.

49,08 111,755 ,385 ,888

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Ik

was verdiept in mijn winkelervaring.

48,75 102,898 ,675 ,872

Case Processing Summary

N %

Cases Valid 207 100,0

Excludeda 0 ,0

Total 207 100,0

a. Listwise deletion based on all variables in the

procedure.

Reliability Statistics

Cronbach's Alpha N of Items

,886 12

Page 97: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

liv

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Ik

voelde me gefrustreerd tijdens het

winkelen.

47,68 111,686 ,421 ,886

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Ik

vond de online winkel verwarrend om te

gebruiken.

47,78 107,986 ,511 ,882

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Het

gebruik van deze online winkel was lastig.

47,73 109,021 ,496 ,882

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. -

Deze online winkel is aantrekkelijk.

48,90 99,451 ,783 ,865

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. -

Deze online winkel was esthetisch

aangenaam.

48,78 103,210 ,675 ,872

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. -

Deze online winkel sprak mijn zintuigen

aan.

49,02 103,839 ,651 ,873

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. -

Winkelen op deze website was de moeite

waard.

48,74 102,211 ,772 ,867

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. -

Mijn winkelervaring was lonend.

48,65 105,618 ,687 ,872

Page 98: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lv

Duid aan wat het beste bij u past. Alle

uitspraken hebben betrekking tot het online

shoppen waar u zojuist aan deelnam. - Ik

voelde me geïnteresseerd in mijn

winkeltaak.

48,38 101,285 ,737 ,868

Page 99: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lvi

3.3 Independent samples t-tests hypotheses

Group Statistics Condition N Mean Std. Deviation Std. Error Mean

avgpoints Treatment 107 4,2995 ,38087 ,03682

Control 100 4,1858 ,36397 ,03640

Hoe waarschijnlijk is het dat u

deze online shop (moest hij

echt bestaan), aan een vriend

of collega zou aanraden?

Treatment 107 5,75 2,492 ,241

Control 100 5,23 2,616 ,262

Enjoyment Treatment 107 4,5674 1,17073 ,11318

Control 100 4,3486 1,21054 ,12105

Goalcomm Treatment 107 5,3402 ,89114 ,08615

Control 100 5,2640 1,00499 ,10050

Competence Treatment 107 4,9860 ,87329 ,08442

Control 100 4,9050 ,80864 ,08086

Autonomy Treatment 107 5,3298 ,87787 ,08487

Control 100 5,1414 1,04890 ,10489

Engagement Treatment 107 4,4961 ,90425 ,08742

Control 100 4,3433 ,95979 ,09598

Page 100: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lvii

Independent Samples Test

Levene's Test for

Equality of

Variances t-test for Equality of Means

F Sig. t df

Sig. (2-

tailed)

Mean

Difference

Std. Error

Difference

95% Confidence Interval of the Difference

Lower Upper

avgpoints Equal variances

assumed

,410 ,523 2,194 205 ,029 ,11374 ,05185 ,01151 ,21598

Equal variances

not assumed

2,197 204,895 ,029 ,11374 ,05177 ,01167 ,21582

Hoe waarschijnlijk is

het dat u deze online

shop (moest hij echt

bestaan), aan een

vriend of collega zou

aanraden?

Equal variances

assumed

,492 ,484 1,458 205 ,146 ,518 ,355 -,182 1,218

Equal variances

not assumed

1,456 202,249 ,147 ,518 ,356 -,184 1,219

Enjoyment Equal variances

assumed

1,338 ,249 1,322 205 ,188 ,21885 ,16553 -,10751 ,54522

Equal variances

not assumed

1,321 202,915 ,188 ,21885 ,16572 -,10790 ,54561

Page 101: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lviii

Goalcomm Equal variances

assumed

,517 ,473 ,578 205 ,564 ,07619 ,13183 -,18373 ,33611

Equal variances

not assumed

,576 198,066 ,566 ,07619 ,13237 -,18485 ,33722

Competence Equal variances

assumed

1,963 ,163 ,691 205 ,490 ,08098 ,11721 -,15011 ,31207

Equal variances

not assumed

,693 204,984 ,489 ,08098 ,11690 -,14951 ,31147

Autonomy Equal variances

assumed

3,718 ,055 1,404 205 ,162 ,18834 ,13412 -,07608 ,45277

Equal variances

not assumed

1,396 193,570 ,164 ,18834 ,13492 -,07776 ,45445

Engagement Equal variances

assumed

,246 ,621 1,179 205 ,240 ,15277 ,12956 -,10267 ,40821

Equal variances

not assumed

1,177 201,726 ,241 ,15277 ,12982 -,10321 ,40875

Page 102: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lix

3.4 Tests of Normality

Tests of Normality

Condition

Kolmogorov-Smirnova Shapiro-Wilk

Statistic df Sig. Statistic df Sig.

avgpoints Treatment ,081 107 ,083 ,978 107 ,078

Control ,103 100 ,011 ,987 100 ,406

Hoe waarschijnlijk is het dat u

deze online shop (moest hij

echt bestaan), aan een vriend

of collega zou aanraden?

Treatment ,169 107 ,000 ,921 107 ,000

Control ,166 100 ,000 ,938 100 ,000

Enjoyment Treatment ,106 107 ,005 ,970 107 ,015

Control ,105 100 ,009 ,976 100 ,067

Goalcomm Treatment ,129 107 ,000 ,968 107 ,012

Control ,115 100 ,002 ,962 100 ,006

Competence Treatment ,087 107 ,047 ,975 107 ,040

Control ,118 100 ,002 ,959 100 ,003

Autonomy Treatment ,064 107 ,200* ,983 107 ,185

Control ,113 100 ,003 ,970 100 ,022

Engagement Treatment ,086 107 ,049 ,977 107 ,064

Control ,101 100 ,013 ,956 100 ,002

*. This is a lower bound of the true significance.

a. Lilliefors Significance Correction

Page 103: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lx

3.5 Mann-Whitney tests

Test Statisticsa

avgpoints

Hoe waarschijnlijk is

het dat u deze

online shop (moest

hij echt bestaan),

aan een vriend of

collega zou

aanraden? Enjoyment Goalcomm Competence Autonomy Engagement

Mann-Whitney U 4339,000 4701,500 4816,500 5149,500 4975,000 4945,000 4958,500

Wilcoxon W 9389,000 9751,500 9866,500 10199,500 10025,000 9995,000 10008,500

Z -2,348 -1,520 -1,240 -,467 -,873 -,942 -,910

Asymp. Sig. (2-tailed) ,019 ,129 ,215 ,641 ,383 ,346 ,363

a. Grouping Variable: Condition

Page 104: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lxi

3.6 Additional independent samples t-tests

3.6.1 Low versus high education

education

Condition Frequency Percent Valid Percent

Cumulative

Percent

Treatment Valid low educated 27 25,2 25,2 25,2

high educated 80 74,8 74,8 100,0

Total 107 100,0 100,0

Control Valid low educated 24 24,0 24,0 24,0

high educated 76 76,0 76,0 100,0

Total 100 100,0 100,0

Group Statistics education N Mean Std. Deviation Std. Error Mean

avgpoints low educated 51 4,1842 ,37008 ,05182

high educated 156 4,2643 ,37730 ,03021

Page 105: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lxii

Independent Samples Test

Levene's Test for

Equality of Variances t-test for Equality of Means

F Sig. t df

Sig. (2-

tailed)

Mean

Difference

Std. Error

Difference

95% Confidence Interval of the

Difference

Lower Upper

avgpoints Equal variances

assumed

,369 ,544 -1,322 205 ,188 -,08008 ,06058 -,19952 ,03935

Equal variances

not assumed

-1,335 86,531 ,185 -,08008 ,05998 -,19932 ,03915

Page 106: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lxiii

3.7 One-way ANOVA

Descriptives

N Mean Std. Deviation Std. Error

95% Confidence Interval for Mean

Minimum Maximum Lower Bound Upper Bound

avgpoints young 48 4,2236 ,35499 ,05124 4,1206 4,3267 3,46 5,00

middle-age 28 4,3314 ,37685 ,07122 4,1853 4,4776 3,33 5,00

old 31 4,3882 ,41112 ,07384 4,2374 4,5390 3,25 5,00

Total 107 4,2995 ,38087 ,03682 4,2265 4,3725 3,25 5,00

Enjoyment young 48 4,6429 ,81561 ,11772 4,4060 4,8797 2,57 6,43

middle-age 28 4,2194 1,53787 ,29063 3,6231 4,8157 1,00 6,57

old 31 4,7650 1,22865 ,22067 4,3143 5,2157 1,71 7,00

Total 107 4,5674 1,17073 ,11318 4,3430 4,7918 1,00 7,00

Goalcomm young 48 5,2458 ,83767 ,12091 5,0026 5,4891 3,40 6,80

middle-age 28 5,5571 ,96049 ,18152 5,1847 5,9296 3,00 6,80

old 31 5,2903 ,90309 ,16220 4,9591 5,6216 2,40 7,00

Total 107 5,3402 ,89114 ,08615 5,1694 5,5110 2,40 7,00

Competence young 48 5,1319 ,65320 ,09428 4,9423 5,3216 3,83 6,50

middle-age 28 5,1310 1,11698 ,21109 4,6978 5,5641 2,00 6,83

old 31 4,6290 ,84734 ,15219 4,3182 4,9398 3,17 6,33

Total 107 4,9860 ,87329 ,08442 4,8186 5,1534 2,00 6,83

Autonomy young 48 5,2024 ,70838 ,10225 4,9967 5,4081 3,71 6,71

middle-age 28 5,4694 1,05828 ,20000 5,0590 5,8797 3,00 7,00

old 31 5,4009 ,93781 ,16844 5,0569 5,7449 3,71 7,00

Total 107 5,3298 ,87787 ,08487 5,1615 5,4980 3,00 7,00

Engagement young 48 4,5729 ,71368 ,10301 4,3657 4,7801 3,08 6,58

Page 107: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lxiv

middle-age 28 4,2649 1,10183 ,20823 3,8376 4,6921 1,33 5,75

old 31 4,5860 ,96477 ,17328 4,2321 4,9399 2,25 7,00

Total 107 4,4961 ,90425 ,08742 4,3228 4,6694 1,33 7,00

Test of Homogeneity of Variances

Levene Statistic df1 df2 Sig.

avgpoints ,091 2 104 ,913

Enjoyment 6,094 2 104 ,003

Goalcomm ,052 2 104 ,949

Competence 3,771 2 104 ,026

Autonomy 2,897 2 104 ,060

Engagement 2,176 2 104 ,119

ANOVA

Sum of Squares df Mean Square F Sig.

avgpoints Between Groups ,549 2 ,274 1,924 ,151

Within Groups 14,828 104 ,143

Total 15,377 106

Enjoyment Between Groups 4,875 2 2,437 1,805 ,170

Within Groups 140,409 104 1,350

Total 145,284 106

Goalcomm Between Groups 1,822 2 ,911 1,151 ,320

Within Groups 82,355 104 ,792

Total 84,177 106

Competence Between Groups 5,561 2 2,780 3,841 ,025

Within Groups 75,279 104 ,724

Page 108: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall

lxv

Total 80,840 106

Autonomy Between Groups 1,482 2 ,741 ,961 ,386

Within Groups 80,209 104 ,771

Total 81,690 106

Engagement Between Groups 2,031 2 1,015 1,248 ,291

Within Groups 84,641 104 ,814

Total 86,672 106

Multiple Comparisons

Dependent Variable: Competence

(I) agecategory (J) agecategory

Mean Difference

(I-J) Std. Error Sig.

95% Confidence Interval

Lower Bound Upper Bound

Bonferroni young middle-age ,00099 ,20231 1,000 -,4913 ,4933

old ,50291* ,19603 ,035 ,0259 ,9799

middle-age young -,00099 ,20231 1,000 -,4933 ,4913

old ,50192 ,22181 ,077 -,0378 1,0417

old young -,50291* ,19603 ,035 -,9799 -,0259

middle-age -,50192 ,22181 ,077 -1,0417 ,0378

Tamhane young middle-age ,00099 ,23119 1,000 -,5764 ,5784

old ,50291* ,17902 ,021 ,0614 ,9444

middle-age young -,00099 ,23119 1,000 -,5784 ,5764

old ,50192 ,26023 ,168 -,1409 1,1447

old young -,50291* ,17902 ,021 -,9444 -,0614

middle-age -,50192 ,26023 ,168 -1,1447 ,1409

*. The mean difference is significant at the 0.05 level.

Page 109: GAMIFICATION OF ONLINE GROCERY SHOPPING ......Gamification is defined as “a process of enhancing a service with affordances for gameful experiences in order to support user's overall