Table 3.
Vaccines 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, 64% |
| Twice, 14% | |||
| Thrice, 21% | |||
| Awareness of role model* | Who was the veterinarian superhero for this game? | 84% Correct | |
| Opportunity for vicarious experiences and verbal persuasion | Potential for role model identification | I can be like the superhero | 2.67 (1-3) |
| The superhero is successful in what they do | 2.83 (1-3) | ||
| I want to be like the superhero | 2.20 (1-3) | ||
| Role model embodiment | “Batman Effect” | Will you act like the superhero and tell people to get vaccinated? | 5% No |
| 20% I don’t know | |||
| 75% 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) | 2.58 (1-3) |
| Cognitive engagement: When I played the game, time went by quickly | 2.86 (1-3) | ||
| Behavioral engagement: When I played the game, I paid attention to the game | 2.44 (1-3) | ||
| Participant Demographics | Age | 8.74 (6-12) | |
| Gender | 49% girls, 49% boys, < 0.5% additional | ||
| Race/Ethnicity | 20% Black, 9% Latinx, 33% More than 1, 2% Asian/Native American, 33% White, 3% 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.