Virtual Diabetes Awareness Islands

Animal Crossing & Omnipod Teamed Up for Diabetes Awareness

Animal Crossing and Omnipod, the creator of tubeless insulin delivery devices, teamed up to create a virtual island devoted to inclusion and awareness for the diabetes community. Omnipod Bay welcomes gamers with a range of activities, including swimming and mazes, as well as advocacy booths and concerts.

The Omnipod Bay island on Animal Crossing: New Horizons supports inclusion, connectivity and education in a fun and empowering way, plus users can show off their pumps with new outfits and accessory bags for toting diabetes supplies.

Findings from the firm show that 94% of people with type one diabetes said it was important for the illness to be accurately represented in culture yet just 51% reported rarely or never seeing diabetes represented in the last year.

Virtual Awareness Platforms
Creating virtual awareness platforms can offer an engaging way to educate people on important health topics and foster community building.
Gamified Health Education
Gamifying health education has the potential to increase engagement and improve health outcomes, potentially disrupting traditional health education methods.
Virtual Merchandising
Virtual merchandising can create new revenue streams for industries by offering users a way to purchase virtual accessories for their avatars, which can create an added level of self-expression and customization.

Sectors Adopting This

Healthcare
The healthcare industry can benefit from incorporating virtual awareness platforms and gamified health education into their outreach and patient education programs.
Gaming
Gaming companies can partner with health organizations to create virtual awareness platforms and provide gamified health education, opening new revenue streams and expanding their audience.
Retail
Retail companies can explore virtual merchandising opportunities by offering users virtual accessory bags for their avatars, potentially disrupting traditional e-commerce methods.
SCORE
3.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 22%
Activity 56%
Freshness 12%

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