Childhood obesity is one of the most pressing health challenges today, particularly in terms of its impact on children’s current well-being and future health outcomes. In Ijero-Ekiti, Nigeria, this issue is especially prevalent among children aged 6 to 12 years, where limited access to effective interventions and low engagement with traditional approaches have hindered progress. Conventional measures often fall short due to non-compliance, limited motivation, and a lack of sustained participation. This research explores the potential of gamification—the integration of game-like elements into non-game environments—as a novel and engaging approach to manage childhood obesity. This study employed a mixed-methods approach to design, deliver, and evaluate a gamified digital health intervention tailored specifically for children aged 6 to 12 in Ijero-Ekiti. The research was conducted in three phases: (1) Development of the gamified intervention, incorporating challenges, rewards, and social features to promote physical activity and healthy eating habits; (2) a pilot test involving 150 participants to assess usability and engagement; and (3) an evaluation phase measuring health improvements, user engagement, and perceptions through both quantitative and qualitative data. The results revealed promising outcomes, with 85% of participants maintaining consistent engagement over a 12-week period. Notable health improvements included increased physical activity levels, better dietary habits, and slight reductions in weight status as measured by BMI percentiles. Parents and children reported greater enjoyment, motivation, and satisfaction compared to traditional weight management methods. A key highlight of the study is the role of family-based applications in facilitating health management. By making the experience both fun and rewarding, children were more inclined to engage in activities that promote healthier lifestyles. Tools like the MPXI1 (myeloperoxidase index) offer an innovative way to monitor and measure progress, providing families with real-time feedback to enhance participation. The gamified system was designed to consider the child’s unique needs, ensuring it is enjoyable, effective, and scalable. Stakeholder involvement—including parents, health professionals, and educators—alongside ethical considerations, played a vital role in shaping this intervention. Ultimately, this study underscores the importance of blending fun and play with healthcare to combat childhood obesity effectively. It offers a promising solution that not only enhances engagement but also fosters a sense of empowerment and ownership among children in managing their health. The findings contribute to the growing body of knowledge on digital health innovations and emphasize that with the right tools and strategies, children can joyfully and actively participate in their health management journey. This case study in Ijero-Ekiti, Nigeria, provides a scalable framework for other communities facing similar challenges, offering hope for a future where gamification transforms childhood obesity management globally.
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