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. 2016 Aug 24;6:31107. doi: 10.1038/srep31107

Figure 1. The two serious tablet games employed for data capture.

Figure 1

(A) ‘Sharing’ where the main gameplay involved touching the fruit (centre forward), which sliced it into four equal pieces, then sliding each piece to a child’s plate. When all four children had a slice of fruit, they would jump for joy for 3 seconds before the fruit was replaced with another food, and the children would return to their neutral position. (B) ‘Creativity’ where the children were free to choose an object or animal shape, then trace the shape before colouring it in freely, choosing a colour from the colour wheel. When the children were satisfied, they could choose a new shape by selecting the return button in the top right-hand corner.