res such as social guidance, awareness including customs and modeling, and self-efficacy anticipations. Several researchers have claimed that gamification can decrease the internal motivation for an activity performed by a user as in this case the user starts acting under external motivation and not under internal motivation [41]. Others suggest that extrinsic motivation prizes, attained through competitive aims, can be viewed as an effective tool while intrinsic motivation is still growing [33]. If the user can realize the signifi- cance of the information provided by gamification design, then intrinsic motivation can be enhanced as there is less requirement to stress the importance of external reward. However, when aiming at "intenders" the combination of external motiv- ation employing instantaneous response, by use of points conferred for positive actions and the picturing of growth using a progress bar, could assist to motivate behavior or reimburse for the absence of intrinsic motivation in the direction of long-term change in nutritional behavior. A leaderboard function would let users to relate themselves to other players in a reference group (for example, their close peers) in real time, allowing them to evaluate their strengths and encouraging healthy competition. A sense of achievement may emerge for "intenders" at the top of a leaderboard, along with emotions of social affinity due to common goals and involvements, leading to an improved sense of self-efficacy and intrinsic motivation [42]. At the same time, the leaderboard represents a descriptive social model by supplying evi- dence on the "normal" behavior of significant others. This is especially significant for insecure persons who are uncertain if they will be able to change because they may be striving to continue since complying with the observed social standard and obtaining feedback would let them determine how close they are to the established standard. This would be considerably more successful if they were close to the other players invol