Medical Product Animation for Healthcare — Abbott Glucerna Serious Game


Medical Product Animation for Healthcare — Abbott Glucerna Serious Game


About the Project

About the Project

Development of a Virtual Reality Serious Game for Abbott at SEMDOR 2023
At Pixel Medical Animation, we specialize in transforming the way medical companies present their products and educate their audiences through innovative solutions. A standout example of this is the development of a Virtual Reality Serious Game for Abbott Nutrition International, a division of the renowned pharmaceutical company Abbott.Founded in 1888, Abbott is one of the largest pharmaceutical companies globally, headquartered in Chicago, with a presence in over 100 countries. Its nutritional supplements division, Abbott Nutrition International, focuses on developing products that support health through advanced nutrition. One of their key products is Glucerna®, a nutritional supplement designed for individuals with diabetes or hyperglycemia, which was introduced at the SEMDOR 2023 Congress in Seville.

Pixel Medical Animation’s Solution: A Virtual Reality Serious Game
Abbott faced the challenge of launching Glucerna® in a way that not only informed healthcare professionals about its benefits but also captured the attention and interest of the audience in a highly competitive environment like a medical congress. They wanted an innovative, interactive solution that allowed attendees to understand in a practical way how the supplement helps diabetes patients. Abbott turned to Pixel Medical Animation to create an immersive experience that went beyond a traditional presentation. The solution was a Serious Game, an interactive video game with an educational and training purpose, using virtual reality to engage attendees dynamically. The game focused on the application of Glucerna® in a simulated clinical setting, where users could playfully experience how the supplement helps improve the nutritional health of diabetes patients.

SERIOUS GAMES | ABBOTT

Abbott Glucerna VR serious game – virtual reality medical gamification for SEMDOR congress

Abbott Glucerna VR serious game – virtual reality medical gamification for SEMDOR congress

CUSTOM ENVIRONMENTS

We develop your idea from start to finish.

We help you showcase your services and products online, at events, trade shows, and conferences to reach new markets and customers. Visualizing in 3D allows your customers to better understand your product or service.

How the Serious Game for Abbott Abbot Works?

How the Serious Game for Abbott Abbot Works?

The game transported users to a virtual hospital, where they had the task of administering Glucerna® to patients. In the simulated environment, participants had to “catch” Glucerna® containers falling from the sky, each containing different nutritional components like proteasomes, ubekinas, or HMBs. Using the Oculus Quest 2 controllers, players had to select the correct containers and throw them to the patients to improve their nutritional status. This interactive experience was not only entertaining but also taught the nutritional benefits of the product in a realistic clinical environment.

– Innovation in Marketing and Medical Education

This project not only allowed Abbott to communicate the benefits of Glucerna® in an innovative way but also exemplifies how Serious Games can be a powerful tool in marketing and training within the medical field. By combining education with entertainment, Serious Games allow medical companies to present complex products in a way that facilitates understanding while fostering interaction and learning in a risk-free environment.

– An Immersive Future for Medicine

With this project, Pixel Medical Animation demonstrated how virtual reality and Serious Games can transform the way medical and pharmaceutical products are presented and communicated. Abbott successfully introduced Glucerna® in an original, educational, and technologically advanced way, increasing the impact of its presentation at the SEMDOR 2023 Congress.

In healthcare and pharmaceuticals, serious games are redefining how professionals and patients engage with education and training. Unlike traditional learning tools, these interactive experiences use game mechanics to simplify complex medical concepts, encourage active participation, and improve knowledge retention. Serious games can simulate clinical scenarios, guide patients through therapies, or train staff in safe, controlled environments. In the United States, they are increasingly recognized as powerful tools to enhance compliance, accelerate learning, and create meaningful connections between science and its audiences.

At Pixel Medical Animation, we develop customized serious games that combine scientific accuracy with engaging interactivity. Our solutions support pharmaceutical companies, hospitals, and universities by creating gamified platforms for clinical training, patient education, and product demonstrations. From exploring molecular interactions to practicing surgical procedures virtually, we design experiences that are both informative and motivating. By merging 3D animation with innovative game design, we help healthcare organizations stand out, improve outcomes, and position themselves as leaders in a competitive global market.

CREATING 3D CHARACTERS

From photorealistic characters to “cartoon” style.

We help you showcase your services and products online, at events, trade shows, and conferences to reach new markets and customers. Visualizing in 3D allows your customers to better understand your product or service.

Contact Us

Contact Us

At Pixel Medical Animation , we remain committed to providing innovative solutions for companies in the medical sector, helping communicate their advancements and educating healthcare professionals through immersive technology. Serious Games are becoming a key tool for training and marketing in the medical industry, and we are proud to be at the forefront of this transformation.

Why an interactive experience works differently from a video at a medical congress

A video plays whether or not anyone is watching it. An interactive experience only advances when a person takes part, and that changes what the audience remembers. In the Glucerna experience developed for Abbott Nutrition International, the attendee did not watch an explanation of the product: they had to act inside a simulated clinical setting and make decisions about it, which is precisely why a serious game is used for a launch instead of a conventional presentation.

It also changes the constraints. A video has to hold attention for its full length; an interactive piece has to be understandable in the seconds a visitor spends deciding whether to put a headset on, playable by someone who has never used one, and short enough that a stand can keep the queue moving during the busiest hours of a congress. Those three limits shape the design far more than the graphics do.

Frequently asked questions about medical product animation and interactive experiences

When does a product need an interactive experience instead of an animation?
When the message is not only what the product is but what it does for a patient, and when the setting allows physical participation, as at a congress stand or a training session. If the piece has to work on a website, in an email or on a screen with no one attending it, a linear animation is usually the better and cheaper choice.

What hardware is needed?
The Abbott experience was built for Oculus Quest 2 controllers, standalone headsets that need no computer or external sensors, which is what makes them practical at a congress. The choice of hardware is part of the project brief: it determines how much graphical detail the experience can carry, how it is set up on site and how many people can play at the same time.

How long should each turn last?
Short. At a stand the limiting factor is not the content but the flow of visitors: a turn that lasts too long creates a queue that empties itself. The usual approach is a session of a few minutes with a clear beginning and end, and a design that lets a visitor understand the point even if they only watch someone else play.

Does someone from the studio have to be present at the event?
Someone has to run the station: fit the headset, explain the controls in one sentence, restart the session and keep the devices charged. That role can be covered by the client’s own staff once they have been briefed, and it is worth deciding early, because it affects how forgiving the experience has to be with a first-time user.

Can the experience be reused after the congress?
Yes, and it is worth planning for it from the start. The same environment and the same 3D assets can be reused for internal training, for a smaller version shown on a tablet or a touchscreen, or as recorded footage that becomes a video for the website and social media. What normally changes is the interaction, not the 3D work behind it.

Can it be adapted for people who cannot or prefer not to use a headset?
That is a common requirement at medical events. The same experience can be offered in a non-immersive version on a screen or tablet, so that visitors who cannot use virtual reality still take part, and so that the stand has something to show while the headsets are occupied.

How is scientific accuracy handled in a game?
The mechanics can be playful while the content stays exact. What the product does, in which clinical situation and with what limits is defined with the client’s scientific and medical team before anything is built, and the game design is then fitted around that. The playful part carries the attention; it is not what carries the claims.

Is this the same as a virtual reality project?
They overlap. A serious game is a piece of content with rules, objectives and feedback; it can run in virtual reality, in augmented reality or simply on a screen. Virtual reality is the medium, the serious game is the format, and the two are decided separately depending on the audience and the setting.

Can it be produced in several languages?
Yes. Text, voice-over and on-screen instructions are usually kept as replaceable layers so that the same build can be shown at congresses in different countries without redoing the environment or the interaction.

Who normally commissions this kind of project?
Pharmaceutical and nutrition companies launching a product, medical device manufacturers, and the marketing and medical-education teams that prepare their presence at congresses. The audience of the experience itself is usually the healthcare professional attending the event.

If you are preparing a product launch or a congress and you want the attendee to do something rather than watch something, at Pixel Medical Animation we design the experience around the setting, the hardware available and the scientific message your team needs to keep intact.

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