Amadita Laboratorio Clínico
Interactive games in pediatric labs, running in kiosk mode

The challenge
For a child, a visit to a clinical laboratory can be an unfamiliar and stressful experience. The wait, the medical setting and, above all, having blood drawn create fear and anxiety well before the procedure itself. Amadita, the largest clinical laboratory in the Dominican Republic, wanted to build a warmer, more positive pediatric experience, with tools that could accompany the child through the visit and change how they perceive the clinical environment. Generic entertainment would not have been enough. The games had to carry an educational dimension and connect to concepts around science, health and Amadita's own environment. There was also a technical constraint. The devices would sit inside the branches and be handled directly by patients, so users had to be prevented from leaving the approved applications, reaching device settings or using anything outside the pediatric experience.
The solution
We built a digital experience around interactive 2D and 3D games that combines entertainment, learning and familiarity with science, health and laboratory concepts. The solution was deployed on devices placed in Amadita branches, turning waiting time into a new point of interaction with the brand. To keep the devices dedicated to their purpose, the experience includes an application manager running in kiosk mode that restricts access to authorized apps only. The games later moved beyond the physical laboratory and were published on Google Play Store and the App Store, extending the experience to users' personal devices.
The result
Amadita turned part of the time patients spend in the laboratory into a digital interaction designed specifically for children.
What we built
- A set of 2D and 3D digital games with mechanics tailored to different skills and themes.
- Experiences focused on memory and concentration, science knowledge, healthy eating and exploration of laboratory concepts.
- Deployment of the games on devices available in branches, integrated into the patient journey.
- An application manager in kiosk mode that limits access to pre-authorized apps and blocks navigation to other device functions or settings.
- Packaging and publication of the games on Google Play Store and the App Store for Android and iOS distribution.
Impact and results
- Amadita turned part of the time patients spend in the laboratory into a digital interaction designed specifically for children.
- The games created a space for entertainment and learning inside the clinical environment, making the visit feel more approachable.
- The application manager made it possible to place devices in branches while keeping usage controlled and limited to authorized content.
- The project opened a new relationship between the brand and its pediatric audience, beyond the clinical service itself.
- What began as an in-branch experience became digital assets available in the official app stores, widening the project's reach.
Technologies and integrations
- Interactive 2D and 3D games for mobile devices.
- Application management system running in kiosk mode.
- Distribution through Google Play Store (Android) and the App Store (iOS).
