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    Home»Gaming»Video Games Built for Prevention Can Reduce Teen Depression
    Gaming

    Video Games Built for Prevention Can Reduce Teen Depression

    JamesBy JamesAugust 17, 2026No Comments7 Mins Read
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    Video Games Built for Prevention Can Reduce Teen Depression
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    A scene from PlaySmart, a video game a Dartmouth team reports can reduce depression in teenagers. (Courtesy of Lynn Fiellin) 
    8/17/2026
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    Study Tracks Shifts in Student Mental Health During College

    Few parents or teachers are likely to suggest that teenagers could benefit from playing more video games. But a new study suggests that a growing class of educational games may be a highly effective tool for treating and preventing depression in adolescents.

    Dartmouth researchers recruited 532 high school students for one of the largest clinical trials of a video game designed to raise teens’ awareness of mental health issues and substance misuse, according to a report in JAMA Network Open.

    The team tracked 269 students who engaged with PlaySmart, a digital behavioral health game developed in the play2PREVENT Lab led by Lynn Fiellin, the study’s senior author and a professor of biomedical data science and medicine at the Geisel School of Medicine. 

    These students played the game for about an hour after school once a week for up to six weeks. The other 263 students in the trial played commercial role-playing games with no therapeutic content. The researchers followed up with both groups for one year.

    One year after the trial, teenagers in the PlaySmart group reported reductions in depressive symptoms that matched or doubled the documented effects of general school-based programs, the study finds. They also reported having a more positive attitude toward seeking psychological care after only six weeks of gameplay.

    Players navigate scenarios based on real experiences that encourage and normalize healthy decision-making, like talking to a trusted adult. (Video by play2PREVENT Lab)

    “One of the biggest challenges in adolescent mental health is that many young people never receive care because of barriers including stigma, limited access to providers, or just not recognizing they could benefit from help,” says Caroline Barry, the study’s first author.

    “Because behavioral health games like PlaySmart are digital and self-guided, they have tremendous potential to reach adolescents across a wide range of settings who might not otherwise receive care, including communities where access to mental health services is very limited,” says Barry, who is a postdoctoral research fellow in the play2PREVENT Lab and the Center for Technology and Behavioral Health.

    Better choices, better outcomes

    In PlaySmart, players are the main character of a story in which they navigate scenarios based on experiences that the Fiellin Lab gathered from real teenagers and other stakeholders when they were first developing the game. Behavioral health experts in the lab documented instances of healthy and unhealthy decision-making and identified blind spots in teens’ health knowledge.

    The game presents students with a series of tasks and choices, such as identifying signs of depression in a friend’s room or deciding to turn to a trusted adult for help with a difficult situation. Better choices lead to more positive outcomes for the player and other characters in the game, while bad choices lead to more negative outcomes.

    Players also can work backward through the game to analyze their decision-making, learn recommended approaches to identifying and managing depression, and explore what might have happened had they made different choices.

    One of the biggest challenges in adolescent mental health is that many young people never receive care.

    Byline
    Caroline Barry, postdoctoral research fellow, Center for Technology and Behavioral Health

    The PlaySmart trial was conducted from October 2021 to February 2024, with data analysis completed in November 2025. Students in the study were between the ages of 16 and 19 and recruited from school-based health programs across Connecticut, where Fiellin first established her lab when she was a faculty member at Yale University. 

    They were eligible to participate if they had reported vaping or consuming alcohol, cannabis, or nonopioid drugs within the past 30 days, or if they reported heightened symptoms of depression. Anyone with prior opioid misuse was excluded from the study.

    “Serious games for prevention and mental health promotion are a rapidly growing area, but the evidence base is still emerging,” Fiellin says. “Few clinical trials in this space combine a randomized design with commercial games as an active control and a 12-month follow-up. The rigorous design of our study alone sets a high bar for demonstrating impact.”

    About 53% of the 532 students were male, the researchers report. Around 45% were Black and 38% were Hispanic, with both groups having reported among the nation’s highest rates of sadness and hopelessness. 

    Yet, exploratory analyses of the study data show no significant differences in PlaySmart’s effect based on sex, race, grade level, food insecurity, or family history of substance use, Barry says. “The benefit held across all subgroups, which matters for an intervention meant to be delivered schoolwide or in communities broadly,” she says.

    Caroline Barry and Lynn Fiellin.

    Study authors Caroline Barry, postdoctoral research fellow, left, and Lynn Fiellin, professor of biomedical data science and medicine. (Courtesy of Caroline Barry and Lynn Fiellin) 

    Fiellin and Barry co-authored the study with Tyra Boomer, deputy director of the play2PREVENT Lab and a research project director in CTBH; Katie Haile, the Fiellin Lab’s project manager and a research project director in CTBH; and Haiyi Xie, a professor of biomedical data science and community and family medicine who conducted statistical and data analysis.

    ‘Fully self-guided by the students’

    PlaySmart originated as one of 10 projects nationwide selected by an initiative from the National Institute on Drug Abuse and the National Institutes of Health called HEAL, or Helping to End Addiction Longterm, to design and test new interventions for opioid misuse.

    The study in JAMA Network Open is the second in a planned series of papers evaluating various effects of PlaySmart that are all based on the same clinical trial. A study led by Boomer and published in the January issue of Nature Health reports that students in the PlaySmart group retained a greater awareness of the harms of opioid abuse following the conclusion of gameplay. 

    The team’s latest findings are significant when compared to what is normally achieved by universal preventative programs, such as those in a school, that target large populations before symptoms escalate. These can include classroom lessons or small, organized group conversations with teacher advisers where students focus on recognizing and addressing depression in themselves and in peers. 

    “These programs are delivered broadly, and adolescent mental health is influenced by many factors outside of any single intervention. That’s why the prevention literature generally reports modest effect sizes,” she says.

    A pair of studies from 2017 and 2021 found that depression prevention programs result in small changes in how people score on the eight-point Patient Health Questionnaire, or PHQ-8, a self-reporting tool used in surveys and by clinicians to detect and monitor major depression. Scores range from 0 to 24, with the higher numbers indicating more severe symptoms. 

    Teenagers in the PlaySmart group had PHQ-8 depression scores that were 1.12 points lower one year later than the scores of students who did not play the game. This difference is typical of universal and targeted prevention programs and at the upper end of what has been reported in existing studies.

    “PlaySmart sits right at the top of the range and was achieved with an in-school digital behavioral health game that’s fully self-guided by the students and requires no onsite clinician,” Fiellin says. 

    A comprehensive 2024 study of short-term school-based intervention programs also finds that marked reductions in PHQ-8 scores rarely last more than six months, with an average decrease of only 0.1 points a year later. “PlaySmart’s effect at one year was more than double that benchmark and in a format schools can easily and consistently deliver,” Fiellin says. 

    PlaySmart is one of five games developed by Fiellin’s group that have been implemented in several school districts and other youth-facing organizations. The games are provided through her spin-off company, Playbl, which is independent from her lab at Dartmouth. 

    “Right now, PlaySmart is deployed to all students as a universal intervention geared toward prevention,” Fiellin says. “However, our new findings suggest this game may have a critical role in increasing the access that young people identified as having more significant struggles with depressive symptoms have to an intervention.”

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