s of the food consumed, sources of the food, settings where the food was consumed, and how the food was procured (whether purchased or not). The results of this study support the efforts made by the Government of Tonga for the enforcement of a Healthy School Food Policy, junk food taxes, and initiatives to ban the import- ation of energy-dense nutrient-poor foods in the country [69]. For PICTs it is best to Healthcare Workers Parents End Children End Diet, My child My task, My Session Aathropometric Assessment Exchange OBESIT Exchange Health Information Information through through parents children end On line Off line FIGURE 9.4 5G supported mobile games engaging children's. 5G Wireless Communication System in Healthcare Informatics develop a health application with three different modules. The first module can be for health care workers where they can collect and analyze the anthropometric data on a yearly basis. The second module can provide health information for caretakers who purchase and prepare foods and snacks for their children. The third module is the game module for children where they can learn about healthy food habits and play games physically to increase their PA as shown in Figure 9.4. 9.11 CONCLUSION AND RECOMMENDATIONS FOR FUTURE RESEARCH Personal health behaviors are the major contributors to the health and wellbeing of the person. These behaviors can be cultivated early in the life of the individual and become sustainable if these behaviors are taught from childhood. Childhood obesity is easily preventable if early interventions are followed appropriately. Policymakers and health care workers are mainly looking for interventions that encourage positive health behavior change, particularly interventions using the skills of computing tech- nology. Compared to the traditional methods, gamification has shown a new alterna- tive model for health care. Due to the widespread use of mobile phones, laptops, and SO forth, the potential to use gamification in the control and prevention of obesity is enor