tion includes all key health topics that can cause risks to the population such as phys- ical activity, diet management, weight management, medication adherence, mental wellbeing, and SO forth [33]. Everyday life fit: These gamified systems using smartphones and trackers can practically track the activities of their users, unlike other health interventions, especially obesity-related interventions, which require dedicated time and space for their execution [43], [33]. 6. Cost-effective: These mobile games applications use smartphones which are widely used by different customers and just require the download of the applications, unlike many other interventions which need the use of additional equipment or the dedicated spaces to carry out interventions which incur add- itional cost to the end users [33]. 9.8 WEARABLES "The terms "wearable technology", "wearable devices", and "wearables" all refer to electronic technologies or tools such as computers that are amalgamated into items of outfit and accessories which can be easily worn on the body." [42], [48]. Wearables occur in numerous devices such as smartwatches, smart glasses, bracelets, gesture controllers or belts [49]. The most common examples are the Apple Watch, the Fitbit bracelet, the controller belt, and Google glasses [50]. The global smart wearables market is anticipated to rise from $13.2 billion in 2019 to $16.12 billion in 2020 at a compound annual growth rate (CAGR) of 22.37% [51]. There has been an increase in the adoption of such wearables as society has recently begun to lean towards a healthier lifestyle [17]. Wearable devices for healthcare and fitness can be classified as technology gadgets and activity trackers that are worn to watch and record a person's physical fitness activity. Wearables are most commonly used for step counting, speed Childhood Obesity in Pacific Island Countries and distance tracking, heart rate tracking, and sleep quality. Bluetooth or Wi-Fi is used to transfer the information to other devices. Despite the fact that wea