SBIR/STTR Research Award

Children`s Nutrition and Exercise, Healthy Lifestyles Video Game

Award identifier bbf8d6fbd57e7da655d15c8892087a0b89b6c49ec347e885a2bf0960860fe2d7Awarding agency Department of Agriculture

Award amount

$349,321

Program and phase

SBIR · Phase II

Award year

2009

Explore This Research Award in CaptureIQ

Research the technology, evaluate the recipient and agency, identify related opportunities, and explore potential follow-on work with CaptureIQ.

Award details

Awarding agency
Department of Agriculture
Branch
Not reported
Recipient company
COMMGRAPHICS INTERACTIVE, INC
Proposal award date
Not reported
Contract end date
Not reported
UEI
Not reported
Solicitation number
Not reported
Topic code
Not reported

Research abstract

Childhood obesity and overweight continue to be one of the greatest public health threats in the United States (DHHS, 2001; Visscher & Seidel, 2001; Rugg, 2004). Childhood weight and behavior are significant predictors of adult overweight and obesity (Whitaker, 1997; Dietz & Gortmaker, 2001; ACS, 2004). While programs that attempt to address weight issues continue to be developed, the problem continues to grow (CDC, 2006). Changing the behaviors that lead to overweight and obesity is known to be a complex and difficult undertaking. We believe that the game we are proposing can contribute a piece to the puzzle. We are proposing a video game because it will appeal to children. Whether they have any interest or previous awareness of issues related to their weight, they will be attracted to play the game purely because it provides an engaging and entertaining video game experience (NPD, 2005). We are targeting awareness and self-efficacy because they are precursors to behavior change. Awareness is involved in the Social Cognitive Theory (SCT) concepts of behavioral capability and expectations (Bandura, 1998). In the Transtheoretical Model (TTM), awareness relates to consciousness raising, a key process of change (Prochaska, 1992). Self-efficacy is a central construct in SCT and TTM and has been shown to be a strong predictor of physical activity and food-related behavior (Bernier & Avard, 1986; Kelder, Perry, & Klepp, 1993; Marcus, Eaton, Rossi, & Harlow, 1994; Sallis, Prochaska, & Taylor, 2000). By increasing awareness and self-efficacy, our game will provide an easy and inexpensive approach to prepare children for programs that are already in place or being developed for community organizations, such as 4-H, YMCA, YWCA, scouts, church youth programs, ethnic support centers, and government health promotion programs. The game will align with National Health Education Standards and will complement upper elementary school health curriculum, as well as good parenting practices. Children will eagerly play the game because it is entertaining. It will be easy to use and requires no special training or preparation for program leaders, teachers, or parents. The game will be developed to run on computer systems readily available for use in community programs, schools, and in homes.

Technology keywords

Not reported

Agency intelligence

Department of Agriculture

Back to SBIR/STTR Research Awards

Don't take our word for it. Ask AI about RFPCapture.

See what leading AI assistants have to say about RFPCapture and CaptureIQ.

Gemini opens without a prefilled question. The question is copied to your clipboard when the button works. You can also copy it here:

What is RFPCapture.com and its CaptureIQ platform from Smart Logic AI? How does it help federal contractors discover opportunities, evaluate bid/no-bid decisions, research government contracts, and prepare proposals? How does it compare with other federal capture platforms? Use independent sources where available.