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. 2018 Apr 2;21(12):2329–2344. doi: 10.1017/S1368980018000678

Table 1.

Overview of the intervention components used in the ‘Snack Track School’ app

Behaviour change technique App intervention components
Rewards Credit system: in-game credits linked to the nutritional value of the chosen snack (a continuum from 0=unhealthy to 55=healthy), more points are given for healthy snacks
Goal setting Personal goal selection every week
Active learning Credit system Bonus system linked to the healthiness of their snacking pattern and selected goal Weekly in-game report that gives an overview of the eaten snacks and the received credits and bonuses
Advanced organizers Credit system Weekly in-game report
Mere exposure More exposure to healthy snacks as participants receive more credits/points for healthy snacks
Positive reinforcement Credit system Bonus system Storylines and weekly competition/cooperation assignments linked to received credits
Monitoring Snack track tool Weekly in-game report
Feedback Bonus system Weekly in-game report