Table 2.
Do You Have Diarrhea? Summary of Results.
| Theoretical Foundation | Program Element | Survey Question |
Mean (Range) or Frequency |
|---|---|---|---|
| Fidelity of SuperPower Pack activity use | Initial activity use | How many times did you play the game? | Once, 45% |
| Twice, 16% | |||
| Thrice, 39% | |||
| Awareness of role model | Who was the veterinarian superhero for this game? | 52% Correct* | |
| Opportunity for vicarious experiences and verbal persuasion | Potential for role model identification | I can be like the superhero | 2.61 (1-3) |
| The superhero is successful in what they do | 2.76 (1-3) | ||
| I want to be like the superhero | 2.15 (1-3) | ||
| Role model embodiment | “Batman Effect” | Did you wear cape while playing? | 94% Yes |
| Did you pretend to be the veterinarian superhero while you played? | 53% Yes | ||
| Positive mastery and physiological experiences | Activity engagement | Emotional engagement: When I played the game, I felt happy. When I played the game, I felt bored (reversed scored) | 2.81 (1-3) |
| Cognitive engagement: When I played the game, time went by quickly | 2.61 (1-3) | ||
| Behavioral engagement: When I played the game, I paid attention to the game | 2.83 (1-3) | ||
| Participant Demographics | Age | 8.84 (6-12) | |
| Gender | 42% girls, 54% boys, 1% additional | ||
| Race/Ethnicity | 30% Black, 16% Latinx, 11% More than 1, 2% Asian/Native American, 38% White, 2% Additional | ||
Note: *Some participants listed their own names, versus the activity’s role model, as the veterinarian superhero for this game. These responses were excluded from this question.