Diabetes is the seventh leading cause of death in the United States. Almost 20 million Americans now have diabetes and the incidence rate is increasing. Experts predict t0% of the US population will be diabetic by the end of decade. Type 2 diabetes (T2D) currently costs the US $100 billion per year. Associated with the nation's spiraling obesity rates, increasing numbers of children, primarily of African- American and Hispanic ethnicity, are being diagnosed with T2D. Recent results from the multiyear Diabetes Prevention Program trial provide strong evidence that diabetes can be prevented through lifestyle modifications. Behavioral intervention programs can effect positive and lasting lifestyle change. The most successful use focused, highly tailored messages and one-on-one counseling. Unfortunately, one-on-one strategies are intrinsically costly and inefficient to apply to large groups. Population-based T2D behavior change programs using traditional print, radio and television have proven only marginally effective. Computers offer an opportunity to highly tailor behavior change messages to culture and individual. The flexibility and cost effectiveness of digital media also makes it attractive for reaching large numbers of at-risk individuals. Middle schools' established setting for delivering behavior change messages (smoking, drugs, AIDS, etc.) and high penetration rate of computers makes them ideally suited to computer-based interventions. We believe a national market exists for a school-oriented, computer-based intervention (CBI) product that promotes healthy nutrition and physical activity. The objective of this SBIR grant proposal is the development and testing of that product. Our long-term goal is reducing the incidence of T2D and related health problems. Our central hypothesis is that interactive media tailored to individual psychosocial and environmental characteristics will reduce T2D risks. This research will deliver, for the first time, populationbased, individually tailored, behavioral change messages to prevent T2D. This Phase I application encompasses the formative assessment and development of the 7thgrade CBI, with a prototype for session I that is alpha and beta tested as the deliverable.

Agency
National Institute of Health (NIH)
Institute
National Institute of Diabetes and Digestive and Kidney Diseases (NIDDK)
Type
Small Business Innovation Research (SBIR) Cooperative Agreements - Phase II (U44)
Project #
4U44DK066724-03
Application #
6806737
Study Section
Special Emphasis Panel (ZRG1-SSS-D (10))
Program Officer
Garfield, Sanford A
Project Start
2003-09-30
Project End
2008-11-30
Budget Start
2006-12-15
Budget End
2007-11-30
Support Year
3
Fiscal Year
2007
Total Cost
$1,948,453
Indirect Cost
Name
Archimage, Inc.
Department
Type
DUNS #
148113756
City
Houston
State
TX
Country
United States
Zip Code
77006
Ledoux, Tracey; Griffith, Melissa; Thompson, Debbe et al. (2016) An educational video game for nutrition of young people: Theory and design. Simul Gaming 47:490-516
Lu, Amy Shirong; Thompson, Debbe; Baranowski, Janice et al. (2012) Story Immersion in a Health Videogame for Childhood Obesity Prevention. Games Health J 1:37-44
Barnett, Anthony; Cerin, Ester; Baranowski, Tom (2011) Active video games for youth: a systematic review. J Phys Act Health 8:724-37
Baranowski, Tom; Baranowski, Janice; Thompson, Debbe et al. (2011) Video game play, child diet, and physical activity behavior change a randomized clinical trial. Am J Prev Med 40:33-8
Baranowski, Tom; Baranowski, Janice; Thompson, Debbe et al. (2011) Behavioral science in video games for children's diet and physical activity change: key research needs. J Diabetes Sci Technol 5:229-33
Baranowski, Tom; Thompson, Debbe; Buday, Richard et al. (2010) Design of Video Games for Children's Diet and Physical Activity Behavior Change. Int J Comput Sci Sport 9:3-17
Lu, Amy Shirong; Baranowski, Janice; Cullen, Karen W et al. (2010) Interactive media for childhood obesity prevention. Health Commun 25:581-2
Thompson, Debbe; Baranowski, Tom; Buday, Richard et al. (2010) Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game. Simul Gaming 41:587-606
Jago, Russell; Baranowski, Tom; Watson, Kathy et al. (2009) Development of new physical activity and sedentary behavior change self-efficacy questionnaires using item response modeling. Int J Behav Nutr Phys Act 6:20
Sepulveda, Karina Knight; Beltran, Alicia; Watson, Kathy et al. (2009) Fruit and vegetables are similarly categorised by 8-13-year-old children. Public Health Nutr 12:175-87

Showing the most recent 10 out of 14 publications