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Player reports gender, height, weight, birth date, age (tailored goals—ELM)
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Player reports current meal/snack-specific behaviors through a series of interactive questions embedded in game play (current behavior—SCT; tailoring—ELM)
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)