NCEA Level 3 Home Economics study materials
NCEA Level 3 Home Economics study resources

Supermarket app marketing and a family food budget

NCEA Level 3 Home Economics · Put your knowledge to work in context.

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Supermarket app marketing and a family food budget

Ana works rotating shifts and cares for three children aged 6, 9 and 13. The household food budget is $310 a week. Ana has a supermarket loyalty app that sends push notifications at 4 p.m., just before school pick-up: ‘2 for $7 chips’, ‘energy drinks 30% off’, and ‘collect 200 points on ice cream’. The app also records that snacks and soft drinks make up 22% of the weekly spend. End-of-aisle displays at the local store feature chips and confectionery at child eye level. The 6-year-old nags at the checkout, and the 13-year-old follows a gaming influencer who promotes an energy-drink brand. Ana says she often buys the deals because she is tired and wants to avoid conflict. She has noticed the children’s lunchboxes coming home with uneaten sandwiches and wrappers, and the 9-year-old has had two dental fillings in six months. Ana wants to reduce snack spending but feels the app gives her ‘points and savings’.

1. Analyse how the supermarket marketing influences Ana’s food purchasing and the family’s well-being, using hauora dimensions.

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Marketing tactics: the 4 p.m. push notification arrives when Ana is tired and hungry, which lowers resistance. ‘2 for $7’ is a multi-buy that increases quantity, not just lowers price. The 30% energy-drink discount targets the 13-year-old through a gaming influencer, and the ice-cream points create loyalty. End-of-aisle and child-height displays increase pester power. These tactics shape availability, price and social norms.

Taha tinana: snacks and soft drinks are 22% of spend; the 9-year-old has had two fillings in six months, and uneaten sandwiches suggest the snacks are displacing lunch.

Taha hinengaro: Ana feels tired and wants to avoid conflict, so the app turns a budget decision into an emotional one. The points create an illusion of saving while total spend may rise.

Taha whānau: the 6-year-old’s nagging and the 13-year-old’s influencer loyalty create power struggles. Buying the deal keeps peace in the short term but undermines Ana’s goal.

Taha wairua: Ana values feeding her children well, and the gap between that value and her purchases creates unease.

The marketing is not neutral: it uses Ana’s own data to prompt purchases at a vulnerable time. Her choices are real, but they are made in a designed environment.

2. Evaluate two strategies Ana could use to reduce the influence of marketing, including one app-based and one store-based strategy.

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App-based strategy: turn off push notifications and delete the app, then use a written list and online click-and-collect with a $310 cap. Evaluation: this removes the 4 p.m. cue and the points prompt. It may lose loyalty points, so Ana needs a replacement saving method, such as a budget app or a cash envelope. It also requires planning ahead, which is hard on rotating shifts.

Store-based strategy: shop after a meal, avoid end-of-aisle displays, use a fixed list, and let each child choose one healthy snack. Shop without the children when possible. Evaluation: this reduces pester power and impulse buys, but it needs time and childcare. It does not change the store environment, so Ana must repeatedly resist.

Judgement: combine both. Deleting the app addresses the timed cue, while the store strategy addresses placement and child nagging. Set a four-week trial and track the snack share of spending. If it falls from 22% to 15%, that is measurable success. Ana should not be blamed: the environment is designed to prompt purchases, so changing the environment is more effective than relying on willpower.