r, M., Hense, J., Mandl, H., and Klevers, M. "Gamification as an innovative approach to foster motivation," Interact. Des. Archit. J. - IxD&A, no. 19, pp. 28 37, 2013. 41. Berger, V., and Schrader, U. "Fostering sustainable nutrition behavior through gamification," Sustain., vol. 8, no. 1, pp. 1-15, 2016. 42. S. Editor Nilmini Wickramasinghe Epworth HealthCare Richmond, Delivering Superior Health and Wellness Management with IoT and Analytics. Cham: Springer International Publishing, 2020. 43. Deterding, S. "The Lens of Intrinsic Skill Atoms: A Method for Gameful Design," Human-Computer Interact., vol. 30, no. 3-4, pp. 294-335, May 2015. 44. King, D., Greaves, F., Exeter, C., and Darzi, A. "Gamification': Influencing health behaviours with games," J. R. Soc. Med., vol. 106, no. 3, pp. 76-78, 2013. 45. Seaborn, K. and Fels, D. I. "Gamification in theory and action: A survey," Int. J. Hum. Comput. Stud., vol. 74, pp. 14-31, Jul. 2015. Childhood Obesity in Pacific Island Countries 46. Oinas-Kukkonen, H., and Harjumaa, M. "Persuasive systems design: Key issues, pro- cess model, and system features," Commun. Assoc. Inf. Syst., vol. 24, no. 1, pp. 485- 500, 2009. 47. Lister, C., West, J. H., Cannon, B., Sax, T. and Brodegard, D. "Just a fad? Gamification in health and fitness apps," JMIR Serious Games, vol. 2, no. 2, p. e9, Aug. 2014. 48. Gurova, O., Merritt, T. R., Papachristos, E., and Vaajakari, J. "Sustainable solutions for wearable technologies: Mapping the product development life cycle," Sustain., vol. 12, no. 20, pp. 1-26, 2020. 49. Zhao, Z., Ali Etemad, S., and Arya, A. "Gamification of Exercise and Fitness using Wearable Activity Trackers," in P. Chung, A. Soltoggio, C. W. Dawson, Q. Meng, and M. Pain (Eds.), Advances in Intelligent Systems and Computing, Springer, pp. 233- 240, 2016, https://link.springer.com/book/10.1007/978-3-319-24560-7 50. Spil, T., Sunyaev, A., Thiebes, S., and Van Baalen, R. "The Adoption of Wearables for a Healthy Lifestyle: Can Gamification Help?" in Proceedings of the 50th Hawaii In