Packy and Marlon
Packy and Marlon is a video game developed for the Super Nintendo Entertainment System (SNES) that was released in 1995. It is an educational adventure game designed to help children manage Type 1 diabetes. The game was developed by WaveQuest and published by Raya Systems as part of their Health Hero Network, which aimed to use interactive entertainment to teach children about various health issues, including diabetes management, asthma, and smoking prevention.
Gameplay[edit | edit source]
In Packy and Marlon, players control two elephant characters, Packy and Marlon, on a quest to save their summer camp from a gang of rats who have stolen all the diabetes supplies. The game is structured as a side-scrolling platformer, where players navigate through various levels, overcoming obstacles, collecting items, and battling enemies. The unique aspect of Packy and Marlon is its integration of diabetes management education into the gameplay. Players must monitor their characters' blood sugar levels, administer insulin, and choose appropriate foods to eat, mirroring real-life diabetes care.
Educational Impact[edit | edit source]
The game was designed with input from medical professionals and aimed to improve children's self-care behaviors by teaching them about blood sugar control, the importance of regular meals, and the management of insulin doses. Research conducted on the game's effectiveness showed that children who played Packy and Marlon improved their diabetes knowledge and self-care practices. It was one of the first video games to demonstrate the potential of video games as educational tools for chronic disease management.
Reception[edit | edit source]
Packy and Marlon received positive feedback from the medical community for its innovative approach to health education. However, as a video game, it faced mixed reviews from gamers and critics, with some praising its educational value and others critiquing its gameplay mechanics and graphics compared to other SNES titles. Despite this, the game is considered a pioneering effort in the serious games movement, which seeks to use video games for educational and therapeutic purposes beyond entertainment.
Legacy[edit | edit source]
The legacy of Packy and Marlon extends beyond its immediate impact. It paved the way for further research into serious games and their potential in health education and chronic disease management. The game is often cited in discussions about the gamification of health education and the use of video games as a medium for teaching and engaging children with chronic health conditions.
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Contributors: Prab R. Tumpati, MD