---
title: CyberPatient
canonical_url: "https://trophy.so/customers/cyberpatient"
description: "CyberPatient added gamification to virtual clinical training in 5 days, making long cases more engaging for medical students."
---

# CyberPatient

Using gamification to make clinical cases more engaging for medical students.

CyberPatient is a virtual clinical training platform that simulates realistic patient cases to practice history taking, physical exams, diagnosis, treatment, and follow-up in a safe, immersive environment.

> "Trophy lets us focus on our core features without having to worry about building or managing the gamification aspect ourselves. Gamification has made our long and cumbersome cases much more fun and engaging for learners." — Sha Faqiri, Software Developer

- Industry: Healthcare
- Website: https://cyberpatient.ca
- Features used: achievements, streaks, points, emails
- Customer since: 2025

## Challenge

CyberPatient is a virtual clinical training platform that simulates a 24/7 virtual hospital where medical and healthcare students interact with realistic patient cases to practice history taking, physical exams, diagnosis, treatment, and follow-up in a safe, immersive environment.

The platform bridges the gap between theoretical knowledge and real-world clinical experience, offering a risk-free environment for learners to repeatedly practice and refine their clinical competencies. But the cases are long and immersive—and without rewards, learners didn't always feel motivated to finish or track their progress.

Before using Trophy, CyberPatient had no system in place to reward or motivate self-directed engagement with patient cases. Users had limited engagement and lacked a sense of accomplishment after completing them.

## Solution

Inspired by the engagement and sense of accomplishment that gamification provides in platforms like Duolingo, CyberPatient decided to implement a similar rewards-based approach. Trophy was the perfect fit allowing the team to focus on their core clinical training features without having to build XP, achievements, streaks, and other gamification elements themselves.

### Achievements

CyberPatient added achievements to reward learners as they complete patient cases and full journeys (multiple cases). This gives students meaningful milestones to work toward and a sense of accomplishment when they finish a set of cases.

### Points

Learners earn XP as they complete cases and journeys, creating a visible measure of progress and providing self-directed incentives that motivate students to complete cases at their own pace.

### Emails

CyberPatient configured Trophy to automatically email learners, keeping them engaged and informed about their progress. Trophy's no-code email capabilities made it easy to design and send these communications without custom development.

## Implementation

CyberPatient was able to get up and running with Trophy in just 3–5 days. Trophy's clear [documentation](https://docs.trophy.so), accessible team, and straightforward setup made it easy to integrate gamification quickly.

The team built on top of Trophy's existing API-first gamification infrastructure, using the type-safe [Node SDK](https://docs.trophy.so/api-reference/client-libraries) to integrate achievements, streaks, points, and emails into the self-directed patient case experience.

## Results

Although CyberPatient hasn't fully rolled out its new platform widely yet, the feedback from users so far has been very positive. Early indicators show that Trophy's gamification features has increased engagement and made completing cases more enjoyable for self-directed learners.

Trophy has enabled CyberPatient to focus on their core product while delivering a gamified learning experience that resonates with medical and healthcare students.
