n the prevention of obesity and the development of the practice of healthy eating and physical activity in children and adolescents. A rigorous literature search was conducted, based on five stages of grounded theory using the method of Wolfswinkel et al. [7]. Before the first search of the data- base, a variety of probable search terms were determined to confirm the relevance of the topic to science. The main search terms used included: obese/overweight children, childhood/adolescence obesity, weight loss, health applications, physical activity, serious games, gamification, wearable devices, and smartphones. These terms are sufficient to describe the problem and reflect the scope of the roles of 5G in gamified wearables for childhood obesity. Thanks to the original speed improvements, 5G can offer amazing speeds up to 10 Gbps, 10 times the speed of video gamers compared to 4G LTE. Children and adolescents can all expect faster downloads and streaming, and the delays in downloading and streamlining have been significantly improved. Response times are as short as 5 mins, making in-game actions smoother than ever and eliminating lag between input and game response. This is true even if a large number of simultaneous players are using a mobile application, due to the high reliability of 5G. The original speed of 5G isn't only about the advantages it provides to gaming. Higher bandwidth and shorter response times mean that cloud computing will be more feasible. This enables developers to tackle more demanding and complex Childhood Obesity in Pacific Island Countries jobs from afar and deliver higher-quality results to players. This reduces people's worries about whether the game will run on older or lower spec phones. End users can play higher-quality games as long as they have a 5G data subscription. 5G techno- logical advances will drive the next wave of mobile innovation, especially in the field of mobile gaming. With exponential download and upload speeds, anyone can download mobile games almost instantly. Large 