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Economics · Level 2 · Intermediate

Gamification of Dietary Decision-Making in an Elementary-School Cafeteria

Jones BA, Madden GJ, Wengreen HJ, et al. (2014). PLOS ONE. doi:10.1371/journal.pone.0093872 · CC BY 4.0

Step 1 of 2Read the paper

Can a cheap, story-based game nudge a whole school to eat more fruit and vegetables? In one US school (180 pupils), the researchers set daily school-wide eating goals and rewarded success only with virtual prizes in a sci-fi story. They measured eating by weighing food and waste, and switched between fruit and vegetable goals day by day.

Read the paper below Free to read · the full paper is on this page

How to read it

  • Read the last two paragraphs of the Introduction to see why low cost and low staff time matter.
  • Study Equation 1 and the Gamification phase section: how consumption was measured and goals were set.
  • Use Table 1 to check which food was targeted and whether the goal was met each day.
  • Read Results and "Other Limitations" side by side before judging the conclusions.
Full paperCC BY 4.0 · shown here under its open licenceOpen PDF (opens in a new tab)Original publisher page (opens in a new tab)
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Step 2 of 2Take the test

15 questions · about 40 minutes including reading · pick an answer to see straight away if it’s right. Nothing is saved.

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Paper: Jones BA, Madden GJ, Wengreen HJ, et al., PLOS ONE (2014), licensed CC BY 4.0. Summary and questions are Research Nest’s own; read the original for the full study.

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