**7. Conclusions**

This paper provided an overview of an innovative integrated pervasive gamified platform that combined sensors, mobile technologies, virtual coaching and serious games. The description of the platform provided insight into how theory could be applied to the design of behaviour change technology in healthcare. The findings from the user study contributed to knowledge about challenges faced when developing and testing complex behaviour change technologies in healthcare. They have practical significance for strategic planning for successful technology development of behaviour change interventions in healthcare.

**Acknowledgments:** This is a product of the PERGAMON consortium. The PERGAMON project received funding from the European Union's Horizon 2020 research and innovation programme under grant agreement No. 644385. We are grateful to all children and their parents and caregivers for participating in the user evaluations.

**Author Contributions:** These authors contributed equally to this work. P.d.B. designed and implemented the gamification platform. R.K. designed and implemented the virtual coach. K.B., P.K. and G.J.v.d.B. conceived and designed the user evaluations; R.K., R.o.d.A. and G.J.v.d.B. conducted the user evaluations; K.B. analyzed the data; R.K., R.o.d.A., K.B., G.J.v.d.B. and P.K. wrote the paper.

**Conflicts of Interest:** The authors declare no conflict of interest. The founding sponsors, the EU research program, had no role in the design of the study; in the collection, analyses, or interpretation of data; in the writing of the manuscript, and in the decision to publish the results.
