ved (proximal reference group). As "intenders" are inspired to make changes but are hampered by feelings of insecurity, this lack of self-efficacy could be alleviated. Gamification, if properly planned and implemented, has the potential to kick-start a process that promotes behavioral changes. It may work as an intervention affecting social norms and self-efficacy by providing knowledge about reference group norms relative to the behavior of oneself and important others. 9.7.1 ADVANTAGES OF GAMIFICATION FOR USE IN HEALTH AND WELLBEING The reason why the use of gamification is more suitable for health and behavior change today is due to shortcomings in other types of interventions that are as follows: 5G Wireless Communication System in Healthcare Informatics Intrinsic motivation: Gamified systems intrinsically motivate and continue the performance of the activities which lead to health and wellbeing [43-45] in comparison to other intervention techniques where extrinsic motivation such as social pressure or where overt rewards are used because of which these interventions lacked sustainable appeal [46]. Broad appeal: The use of mobile game applications is increasing in all of the audiences, ranging from children as small as 3 years old to the elderly [44]. On this basis, health messages around healthy eating practices regarding childhood obesity which involves children, their caretakers and health workers can be efficiently delivered to three different types of target audience using a single mobile application, by using different modules. Extensive reach through mobile technology and omnipresent sensors: The activity tracker and smartphone are equipped with sophisticated sensing, pro- cessing, storage, and display capabilities, are excellent and widely available platforms for expanding the game layer on a daily basis. So it is advantageous to use these for the delivery of health messages as it does not require any add- itional external devices [44], [47]. Wide range of applicability: Recent health-related gamifica