Leveraging the power of play to educate
The NHS wanted to inspire patients, families and the public to understand the value of research and even consider volunteering for future studies. Working with Production Bureau, we developed Rebo’s Research Adventure – an interactive iPad game that uses storytelling, time travel and playful challenges to explain the importance of diabetes research in a fun and memorable way.
The challenge
Raising awareness of the role of medical research is vital, yet often difficult to communicate in an engaging way. The NHS sought an interactive solution that could capture attention at exhibitions and events, educate audiences on diabetes research, and spark conversations about volunteering for studies. The challenge was to balance scientific accuracy with entertainment, ensuring players of all ages could learn while enjoying the game. With Production Bureau providing design assets, our task was to create a robust, scalable game environment that could deliver lasting impact and be adapted for other conditions and future campaigns.

The process
Working in Unity 3D, we built a procedurally–generated game that sends the hero – Rebo the time–travelling robot – on a quest to recover lost diabetes research. Players guide Rebo through multiple eras, collecting vital data and grabbing time crystals to extend play while dodging enemies. Each level combined education with fast–paced gameplay, ensuring the learning was embedded in the action. The game was optimised for iPads to suit exhibition settings, and included scope to scale to mobile and web in future. Production Bureau’s asset design, combined with our technical expertise, brought the narrative vividly to life.

The outcome
Launched at Norwich Science Festival in October 2018, Rebo’s Research Adventure proved an engaging way to connect the public with the importance of research. It successfully blended education and entertainment, encouraging families to discuss diabetes research while enjoying the game. The format proved highly adaptable, with opportunities identified to expand into other medical conditions and digital platforms. By turning complex messaging into an interactive, story-driven game, the NHS was able to demonstrate the real-world impact of research in a format that was accessible, memorable and fun – showing the potential of gamification in public engagement campaigns.

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