INTRODUCTION In current years, gaining weight, being overweight and being obese have become social problems. It is classified as a chronic condition by both the American Medical Association (AMA) and the World Health Organization (WHO) [1]. Obesity can lead to other chronic diseases such as diabetes and cardiovascular disease, which are important causes of death and disability around the world. Obesity is an economic liability on health systems especially in the case of developing countries. This leads to impaired educational and cognitive development in children [2]. Reports from the National Institute of Health and Nutrition have shown that the global obesity epidemic has progressively expanded since 1970, with the prevalence of obesity having more than tripled, particularly among children and adolescents [3]. As a result, childhood obesity may be regarded as one of the most pressing public health concerns in the twenty-first century. Florence et al. have reported that this is the reason that explains 27% of the increase in medical costs between 1987 and 2001 [4]. According to the World Health Organization, there will be 70 million overweight or obese children in the world by 2025 [5]. Obese children usually have high chances of dying prema- turely and of suffering from NCDs that may lead to adulthood disability and have serious effects on mental health SO there is an urgent need to design an effective inter- vention strategy that can help children, adolescents, and obese adults [6]. Despite the fact that various intervention strategies have been tested, the incidence of obesity in children and adolescents continues to rise. The issue that remains is, how can current programs for obesity prevention be made more effective? So, the present study is undertaken with the objective to gain insight into how gamification is being applied to obesity prevention and treatment in children and adolescents. To study which game designs were used and tested on the target audience and how effective the use of gamification was i