anagement to promote sports throughout the world due to increased use of smartphones, laptops, and computers. Although Pacific Island countries are seeing moderate growth in mobile users of just 30% of connections at the end of 2018, this is forecast to more than double to 65% by 2025 [38]. Gamification is a creative way of motivating people and encour- aging change in them through the use of game features that are aimed to engage the sub- ject in a non-game context. Game elements stimulate a feeling of happiness and hence ultimately enrich the skill of users [39]. Sailer et al. [40] listed the most fundamental game design features used within a gamification setting as follows: Points: Prizes collected for certain activities Badges: Pictorial signs of successes, which can be collected in the gaming environment Leaderboards: Providing information about performer's successes, based on points or badges which a performer has earned, with all the performers are ranked on leaderboards Progress bars: Statistics about a performer's existing position towards accomplishing an aim Performance graphs: Giving evidence about a performer's performance in the game that the player is currently playing against his performances in previous attempts Avatars: Graphical images of the performers. Childhood Obesity in Pacific Island Countries Gamification design involves using the above-mentioned tools to impact inspir- ational efficiency and players' actions in a positive manner. Only a few research projects have been conducted to assess the psychological consequences of gamification as well as its impacts on behavioral change. However, Sailer et al. [40] attempted to study the association of gamification to six principal perspectives of motivational research. According to HAPA, motivation can be perceived as a step that results in the development of a target behavior, afterwards developing the desire in the subject to follow that behavior. In the motivational phase, people become inspired to modify their behavior when addressing featu