SO forth, that is intentionally designed to bring about a change in a user's behavior and action. This includes tools or wearables (for example, pedometers), media (audio, video, or both) and 5G Wireless Communication System in Healthcare Informatics social interactive games (playing with another person) to assist the person to alter their behavior [37]. The important sector in this category is games for health. These are the games designed to achieve health-related outcomes. In this category, most popular are the games targeting physical activity, nutrition, stroke rehabili- tation. Like all other games, these games have also witnessed an increased growth in the last two decades. Positive computing is playing a vital part in the preven- tion of overweight and obesity. It is mostly used by kids in the age range of 12 to 17 years. Some examples include game consoles and Nintendo Wii games. The subjects who use these attain certain skills which can be used in other activities which lead to physical, social, and cognitive development. In these games, the sub- ject becomes the creator of the contents when the character movements are con- trolled by the uses of the subject's body actions. Exergames imitate the physical movement of the subject and store it as input associated to the specific meaning of gameplay. This is then transformed into three-dimensional movements on a two- dimensional screen. This helps to improve visual-spatial abilities, hand-eye, and foot-eye coordination in the subject. It also helps to improve his virtual and social interaction as the subject competes in a time within a given period [36]. The major disadvantage is that the subject requires a dedicated device, space, and time for the gameplay. The cost incurred in the design and production is also high and the development of such games is a time-intensive process. 9.7 GAMIFICATION Gamification is one major field of research which has gained a lot of attention for use in many sectors such as education, health care, human resources, cooperate m