rables can perform many of the core tasks of mobile phones and computers, Tehrani and Michael showed in their publication that the emphasis of wearables is on the provision of sen- sory, monitoring, and scanning features for health-related data that are normally not present in smartphones and computers, giving them an advantage in this space [52]. 9.9 LIMITATIONS OF TECHNOLOGY-BASED INTERVENTIONS Technology-based interventions have many benefits over traditional in-person models but there are also certain drawbacks. All of the above technology-based interventions require the use of high-speed internet, and the use of smartphones or mobile devices. Internet access varies among different regions of the world especially in island coun- tries where some places have either unstable or no internet connectivity at all. Rural and urban locations, as well as wealthy and impoverished communities, have different levels of connectivity. Furthermore, adopting these technology-based interventions necessitates a certain level of computer or electronic device literacy. Short-term usage of these devices for obesity prevention and weight loss programs has also been found to be promising, but long-term usage has shown mixed results [53]. 9.10 BRIEFS FOR INTERVENTION PROGRAMS THAT HAVE USED GAMIFICATION OR WEARABLES IN THE PREVENTION AND CONTROL OF ADOLESCENT AND CHILDHOOD OBESITY This section describes examples of only those peer-reviewed studies that investigated the effectiveness of gamification on either fruit and vegetable intake or physical activity or both and the research methodologies are clearly explained. Generally, the use of mobile applications, wearables, websites, and the like, is for improving phys- ical activity in adolescence, mental wellbeing in adults and drug adherence in adults. The main studies that are summarized here are those which are either on adolescents or on children to prevent or control obesity in these age groups. Literature has shown that among children and teenagers, using thoughtful games for pro