Table 4.
Beast Moves 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, 36% |
| Twice, 22% | |||
| Thrice, 42% | |||
| Awareness of role model | Who was the veterinarian superhero for this game? | 93% Correct* | |
| Opportunity for vicarious experiences and verbal persuasion | Potential for role model identification | I can be like the superhero | 2.56 (1-3) |
| The superhero is successful in what they do | 2.75 (1-3) | ||
| I want to be like the superhero | 2.38 (1-3) | ||
| Role model embodiment | “Batman Effect” | Did you wear cape while playing? | 63% 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) | 2.67 (1-3) |
| Cognitive engagement: When I played the game, time went by quickly | 2.52 (1-3) | ||
| Behavioral engagement: When I played the game, I paid attention to the game | 2.78 (1-3) | ||
| Participant Demographics | Age | 7.55 (6-12) | |
| Gender | 52% girls, 48% boys, < 1% additional | ||
| Race/Ethnicity | 39% Black, 27% Latinx, 12% More than 1, 3% Asian/Native American, 18% White, 1% 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.