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. 2007 Nov;1(6):907–917. doi: 10.1177/193229680700100617

Table 2.

Goal-Setting Procedures: Sequence of Activities and Theory Derivationa

  • Player reports gender, height, weight, birth date, age (tailored goals—ELM)

    • Unseen by player: Computer algorithms estimate appropriate kcal/day and corresponding recommended numbers of servings of foods in food groups by meals and a snack; based on information entered as part of initial video game setup (tailored goals—ELM)

  • Player reports current meal/snack-specific behaviors through a series of interactive questions embedded in game play (current behavior—SCT; tailoring—ELM)

    • Unseen by player: Tailor goal options offered to child by determining differences between height- and weight-specified servings and reported servings consumed (personal relevance—ELM; choice—SDT)

  • Player selects (or confirms in later episodes) most important value (choice; relatedness—SDT; personal relevance—ELM)

  • Player selects most important reason (related to selected value) for doing behavior (choice, relatedness—SDT; personal relevance—ELM)

  • Player selects specific behavior and meal goal from tailored menu list of up to five choices (choice—SDT; goal formation—SCT)

  • Player selects 1/2/3 days in next week when goal will be accomplished (progressively more difficult) (choice—SDT; goal formation—SCT)

  • Player selects specific foods (F, V, W) to increase on each day (from menu tailored to responses above) (personal relevance—ELM; choice—SDT; goal formation, preference—SCT)

  • Player views bad guy temptation to not meet goal (threat—BIT)

  • Player receives good guy-tailored reason-related retort (refutational preemption—BIT)

  • Player selects most likely barrier to achieving their goal—implementation intention (problem identification—SCT)

  • Player selects most likely to be effective solution for overcoming that barrier—implementation intention (solution identification—SCT)

  • Player congratulated! (positive outcome expectancy—SCT)

a

SCT, social cognitive theory; SDT, self determination theory; ELM, elaboration likelihood model; BIT, behavioral inoculation theory.