esults of this study demonstrated that both short-term educa- tional therapies improved children's and adolescent's nutritional understanding, with the TG making more improvement than the GG. Since nutritional knowledge may be lacking in this age group and young people frequently engage in digital gaming, a serious game may be a suitable means of delivering nutritional knowledge in an entertaining setting, but it is still unknown whether the imparted nutritional know- ledge can be translated into dietary behavior. Wang and his colleagues had conducted a study to find out the effect of playing a health video game embedded with story immersion, "Escape from Diab" (Diab), on children's diet and physical activity (PA) and to find out whether children immersed Childhood Obesity in Pacific Island Countries in Diab had better positive outcomes in Chinese children aged 8 to 12 years. Three outcome assessments were done. The first was at baseline, the second soon after the game, and the third after 8-10 weeks when the treatment group played Diab. Children who played Diab had improved intrinsic motivation for fruit and water, self-efficacy for PA, and self-reported PA scores soon after the children played Diab. However, these changes were not significant at 8-10 weeks after playing Diab. Diab provides a promising innovative medium for promoting Chinese children's psycho- logical correlates of diet and PA behavior. Nevertheless, its effectiveness needs to be enhanced and mechanisms of change need to be examined more exhaustively [63]. Del-Rio et al. [64] developed the PROVITAO project, which was an intervention program aimed at promoting healthy habits in obese children aged 6 to 12 years. The research was conducted over the course of three years and was quasi-experimental, longitudinal, and prospective in design. Two different settings were used. The first was children attending HUC's pediatric outpatient clinics (Spain) where the study was conducted in its first year and the second was in public schools of the District of