Diabetic Simulation Games

Coco's Cove is a Health Game About Having Type 2 Diabetes

Coco's Cove is an app where players are challenged to fling a ball-shaped monkey at various food objects—from afar, it might not seem like a health game, but the students from Bradley University who developed it note that it "subtly incorporates symptoms of Type 2 Diabetes."

The game has players mindfully collect the right types of food for the monkey, who will get sleepy when the wrong types of snacks are attained, thus making gameplay even more challenging. Although the puzzle-style platform game was designed to simulate some of the symptoms of struggling with diabetes, Dr. Monica McGill, Associate Professor and Game Design Lead says: "In games like this, it is important to realize that fun must always be present. No one wants to play a preachy game."

Other examples of gamification and health converging can also be seen with playable tools to improve asthma, vision and mental wellness in children and adults.

Gamification in Health
Opportunity for developing more health-focused games that subtly incorporate educational messages or simulate symptoms of certain health conditions.
Simulation Games for Education
Chance to create interactive and educational games that teach players about specific topics, such as type 2 diabetes.
Convergence of Gaming and Health
Growing trend of combining gaming elements with healthcare to improve wellness and educate individuals about various health conditions.

Where This Applies

Healthcare and Wellness
Opportunity for healthcare providers and wellness brands to develop gamified solutions or apps to engage, educate, and motivate individuals towards better health practices.
Education and E-learning
Chance for educational institutions and e-learning platforms to incorporate simulation games into their curriculum or training programs to make learning more interactive and engaging.
Gaming and Entertainment
Opportunity for game developers and entertainment companies to explore the growing market of health-focused games and gamified applications.
SCORE
2.3 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 12%
Activity 49%
Freshness 8%

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