and 75% agreed that MACO can help them lose weight as if they know healthy and unhealthy foods and do physical activity. Ezezika et al. had conducted an intervention study in three secondary schools in Abuja, Nigeria for a period of 4 months on understanding the use of gamification to address the problem of unhealthy eating in adolescence (13-17 years old). Nutritional gamification was introduced through board games, clubs, and vouchers. Subjects were asked about their opinions on the intervention and its impact on their know- ledge about nutrition, attitudes and eating behavior using focus group discussions. The findings of the focus groups imply that gamification of nutrition can enhance dietary behavior in research participants over the short-term period [61]. Holzmann et al. [62] conducted a preliminary study to assess the immediate effi- cacy of the "Fit, Food, Fun" (FFF) game, to provide nutritional awareness to children and adolescents in two secondary schools in Bavaria, Germany. The FFF game was created as a voyage across Europe, with each country focusing on food products unique to that region. Three mini games are included in each country. The first game was formulated like a quiz that compares protein, fat, carbohydrates, or calories between two food substances. The second game is planned as an assessment game for the amount of sugar, fat, or salt in one given food substance. The third game can be considered as a physical activity component. Extra points are given for collecting a minimum of five apples during the physical activity component. The next country to visit is revealed after the player completes all three mini-games within one country. The schools were divided into two groups: game play group (GG) and instructional intervention group (TG). The GG intervention consisted of a 15-minute FFF gameplay session every day for three days, while the TG intervention took the form of a regular lecture. Questionnaires were used at baseline and post-intervention to evaluate nutri- tional knowledge. The r