“…An mHealth intervention utilizing gamification can be given as an easy‐to‐use information tool for children and family (Edwards et al., 2016 ) beforehand to decrease both the families' and children's stress and anxiety (Rantala, Pikkarainen, Miettunen, et al., 2020 ; Tark et al., 2019 ) while increasing children's cooperation with health personnel (Rantala, Jansson, et al., 2020 ; Wantanakorn et al., 2018 ). Gamification can increase children's adherence to their own treatment (Edwards et al., 2016 ; Tark et al., 2019 ), whereas intra‐ and postoperative setting mHealth and gamification can increase children's immersion and be used as a distractor in a painful situation (Rantala, Pikkarainen, & Pölkki, 2020 ; Wantanakorn et al., 2018 ). In addition, having a pain scale in mobile form is useful for family and health personnel (Sun et al., 2015 ).…”