Science
Playbl’s Research & Impact
Playbl’s research is grounded in over a decade of federally funded studies, primarily conducted by Dr. Lynn Fiellin and the play2PREVENT Lab at Yale School of Medicine, and now Dartmouth’s Geisel School of Medicine. The research focuses on game-based behavioral health interventions designed to prevent youth substance use and promote mental well-being.
Key Findings from 25+ Peer-Reviewed Studies
- Positively influence attitudes and beliefs about substance use, including vaping and opioids.
- Improve decision-making skills in real-world scenarios, particularly in resisting peer pressure.
- Increase knowledge retention compared to traditional educational methods.
- Encourage healthier behaviors through interactive, engaging gameplay.
The most extensively studied game, SmokeScreen, has shown significant promise in vaping prevention among middle school students. Studies indicate that just 90 minutes of gameplay can lead to measurable improvements in students' perception of vaping risks and their ability to refuse peer offers.
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Additionally, Playbl’s opioid misuse prevention, mental and sexual health-focused games are backed by rigorous NIH-funded trials, demonstrating effectiveness in equipping adolescents with coping strategies and reducing risky behaviors.
A Serious Video Game Targeting HIV Testing and Counseling: A Randomized Controlled Trial
This paper describes the results of the Randomized Controlled Trial (RCT) for PlayTest!, a serious game targeting HIV testing and counseling. More >
A Video Game Intervention to Prevent Opioid Misuse Among Older Adolescents: Development and Preimplementation Study
This paper describes the formative work done to develop our PlaySmart digital intervention, targeting mental health and opioid misuse in older adolescents. More >
A digital health game to prevent opioid misuse and promote mental health in adolescents in school-based health settings: Protocol for the PlaySmart game randomized controlled trial
This paper outlines the protocol used in the Randomized Controlled Trial (RCT) evaluating our newest serious game, PlaySmart, in school-based health settings across Connecticut. More >
Pilot study tests vaping prevention programs, smokescreen and CATCH My Breath in rural Florida youth
This pilot study implemented and evaluated the feasibility and outcomes of two innovative programs, CATCH My Breath and smokeSCREEN, among youth in rural settings in Florida More >
A pilot randomized controlled trial that assesses the effectiveness of a cognitive-behavioral videogame intervention, empowerED.
We conducted a pilot RCT to evaluate the preliminary efficacy of a videogame intervention, empowerED, in enhancing cognitive reappraisal skills. More >
Accelerating solutions for the overdose crisis: an effectiveness‑implementation ybrid protocol for the NIH Helping to End Addiction Long-term (HEAL) Prevention Cooperative
This protocol paper describes our hybrid approach to collecting and analyzing information about the implementation experiences of nine of the HPC research projects while they maintain their focus on assessing the effectiveness and cost-effectiveness of prevention interventions. More >
NIH Helping to End Addiction Long-tern (HEAL) Prevention Cooperative rapidly develops 10 opioid misuse prevention interventions to compare effectiveness, harmonize data, and measure opioid use experiences
The Helping to End Addiction Long-Term (HEAL) Prevention Cooperative (HPC) is rapidly developing 10 distinct evidence-based interventions for implementation in a variety of settings to prevent opioid misuse and opioid use disorder. This paper describes the needs, opportunities, strategies, and processes that were used to harmonize HPC data. More >
Promoting Student Health and Well-Being with Digital Games
This book chapter highlights four games developed by the play2PREVENT Lab at the Yale Center for Health & Learning Games. As part of their PlayForward Prevention Platform, PlayForward: Elm City Stories, smokeSCREEN, PlayTest!, and PlaySmart focus on positive youth development. Strategies to incorporate games into the classroom are provided with resources at the end.
Videogame intervention to encourage HIV testing and counseling among adolescents
The purpose of this study was to modify an original serious game targeting risk reduction and HIV prevention developed by the play2PREVENT Lab and create a new serious game that focuses on HIV testing and counseling (HTC), evaluate its feasibility and acceptability, and pilot-test the assessment measures that are subsequently being used in a large randomized controlled trial. Download PDF >
Effectiveness of a web-based tobacco product use prevention video game intervention on young adolescents’ beliefs and knowledge
The purpose of this study was to conduct a real-world, quasi-experimental test of the effectiveness of a web-based video game, smokeSCREEN, aimed at developing healthy beliefs and knowledge associated with tobacco product use prevention, including electronic cigarettes. Download PDF >