Bio: Hi there! I'm a Registered Dietitian Nutritionist and Certified Wellness Program Coordinator. I've been in the nutrition field for 24 years. I have experience in clinical nutrition, child/family nutrition counseling, healthcare insurance, product formulation, and public health nutrition. The Charles Challenge board game was first conceptualized in May of 2012 by Terry Weed and Amy Hathaway, when ChoicerSize realized there was a substantial void in wellness education in the health insurance industry. They found that the there was a need for an effective wellness technique to teach employees of corporations how to improve their health and by doing so, help to lower health insurance costs to the employee, the employer and the insurance company. ChoicerSize recognized there was a large gap in employer wellness programs because existing programs primarily address only the company employees with minimal ability to extend to the spouses and the children of the employees. In the health insurance industry, it is well known that the total cost of insurance claims generated from the spouses and children of the employees are greater than the claims from the employees themselves. Seeing this gap in wellness programs, the ChoicerSize thought about using the growing concept of gamification to coach and educate the employees by coaxing employee participation through the spirit of competition. The idea was to provide a game that the employees would enjoy playing at a worksite wellness challenge, but then take the game home to their families and play the game with their spouses and children. After several months of gathering data of various foods and exercises of numerous references, and hundreds of calculations, the game’s scoring system and index were developed. Even though the data analysis and calculations were complex, the game had to be designed to be easy and simple enough for ages 8 to 98 to easily understand how to play the game. ChoicerSize set a goal to design the game to be simple enough so that it would take less than 2 minutes for adults or children to teach other adults and children how to play the game. After months of development work, during the summer of 2012, the first prototype was built and tested and The Charles Challenge board game was born. The game was specifically designed for onsite wellness challenges with the specific intent to reduce insurance claims costs for both the employer and the insurance companies. It also became clear that educational institutions, such as public schools for children, could also greatly benefit from the game. In August of 2012, United States patents were filed for patent protection on the existing jigsaw product as well as a broad spectrum of future renditions of the game, which include an electronic version, a software game version, a smart phone app version and several others. The Charles Challenge board game was tested with numerous focus groups, as well as at corporate tournaments and elementary schools prior to market launch. Feedback from all sources was remarkably positive. The game is effective because it leverages the spirit of competition that makes it fun for people learn how to become more aware of the correct choices they should make to improve their health. After witnessing many game matches between players and tournaments among employees, ChoicerSize found that that people wanted to know how to improve their game score. As a result, educational services are often requested following the game to satisfy the hunger for knowledge and desire to obtain a better game score. Because of all of the positive feedback, ChoicerSize continued their financial investment in developing the game for mass production. As development continued, it became obvious that The Charles Challenge could be a tool to fight the growing epidemic of childhood obesity in the United States. Additionally, other versions of the game also became obvious such as a version for people who have diabetes, heart disease, renal disease and many other chronic conditions that can be improved by food and exercise choices. Additionally, more versions of the game could help athletes to make the right choices in food and exercise to build muscle or endurance. The owners recognized that the impact of the game can be amplified by offering additional customization designed specifically for certain groups of people. Customization could include specific menus, such as school cafeteria menus or employee cafeteria menus or certain ethnic food choices. ChoicerSize is committed to developing different versions of the game targeted to help improve the awareness and education of people ages 8 to 108.