Gamified Waiting Room Apps

NEMO Makes Waiting in a Hospital or Dentist's Office Interactive

NEMO is a waiting room app concept that transforms a mundane and boring activity into something that is fun and interactive. The gamified platform was conceived by Martin Schurdak, a designer based in Slovakia, and lets users reserve a spot at their doctor's office prior to arriving -- the platform is ideal for those seeking to make a last minute appointment or walk-in patients. Once at their local doctor's office or dentist's clinic, users are able to access their virtual call number while seeing how many people are ahead of them in line and how long their wait will approximately take.

Featuring a simple and easy-to-read interface, NEMO is a waiting room app that makes a seemingly unexciting and routine task more interactive for those seeing a healthcare professional. Additionally, the app keeps users informed, eliminating the confusion and lack of information that often go hand in hand with traditional waiting room experiences.

Gamified Waiting Room Experience
The trend towards creating interactive and engaging waiting room experiences for patients can disrupt traditional healthcare practices.
Virtual Queue Management
The trend towards virtual queue management eliminates confusion and lack of information in traditional waiting rooms.
Last Minute Appointments
The trend towards allowing users to make last minute medical appointments through waiting room apps can disrupt traditional scheduling systems.

Sectors Adopting This

Healthcare
Hospitals, clinics, and medical offices can utilize waiting room apps to improve patient experiences and streamline operations.
Dental
Dental offices can utilize waiting room apps to improve patient experiences and streamline operations.
Technology
Technological companies that specialize in virtual queue management and gamification can capitalize on this trend and develop waiting room apps for a variety of industries.
SCORE
2.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America, Europe, Asia
GENERATION
  • Gen Alpha
  • Gen X
  • Gen Z (primary audience)
  • Millennial (primary audience)
POPULARITY
Popularity 36%
Activity 17%
Freshness 8%

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