Packy & Marlon(R), an interactive video game designed to improve self-
care among children and adolescents with diabetes, was evaluated in a
six-month randomized controlled trial. In the game, players take the r
ole of animated characters who manage their diabetes by monitoring blo
od glucose, taking insulin injections, and choosing foods, while setti
ng out to save a diabetes summer camp from marauding rats and mice who
have stolen the diabetes supplies. Study participants were patients a
ged 8 to 16 from two separate diabetes clinics. Each participant recei
ved a Super Nintendo(R) video game system at an initial clinic visit a
nd was randomly assigned to receive either Packy & Marlon (treatment g
roup, N = 31) or an entertainment video game containing no diabetes-re
lated content (control group, N = 28). Participants were interviewed a
nd a parent filled out questionnaire at baseline, three months, and si
x months. The findings in this study indicate that well-designed, educ
ational video games can be effective interventions. There was improvem
ent in the treatment group relative to the control group in terms of d
iabetes-related self-efficacy (p = 0.07), communication with parents a
bout diabetes (p = 0.025), and serf-care behaviours (P = 0.003), and a
decrease in unscheduled urgent doctor visits (p = 0.08). There were n
o significant differences between the groups in knowledge about diabet
es or in glycated haemoglobin (HbA(1e)) levels. Since participants in
the study were in general well-controlled patients who were receiving
excellent medical care, future research is contemplated involving youn
gsters who are not under good glycaemic control.