viding nutritional education can be effective [54, 55]. Numerous studies have looked at the impact of video games on children's and teens' nutritional knowledge and on dietary modifica- tion among children and adolescents [56-58]. Schools are generally used as settings for educational (for example, game-based) interventions as a large number of chil- dren and adolescents can be found in one place. Additionally, a digital game might be an enjoyable substitute for old-style classroom teaching [54]. Numerous systematic reviews have shown that school-based interventions (for example, fruit and vegetable delivery, water consumption, and physical activity in the form of various sports) can positively impact diet-related outcomes among children and adolescents [59, 60]. The mobile approach to challenge obesity (MACO) developed by Almomani et al., [37] is a game-based persuasive mobile technology, designed to help obese children by providing knowledge about healthy eating and physical activity. The target popu- lation for its use was children between the ages of 6 and 12 years. This includes two 5G Wireless Communication System in Healthcare Informatics different types of games. The first is a healthy food game in which the child needs to collect ten healthy foods from all of the foods which drop from the top of the screen before they reach the bottom. The child can only go to the next level once he correctly collects the healthy foods. The second is a physical activity game. In this, there are various types of physical activities such as running, jumping with a certain time allocated for completing each physical activity. Once the activities are finished the user is asked to update the information. The activities are designed in such a way that children will only gain points once they complete their desired activities for a certain period. The child can only move to the next level once they achieve the phys- ical activity time of 60 min and 10 points. 93% of the total children who used MACO agreed that it was enjoyable 