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.
Improving Health Outcomes and Quality of Life for African Adolescents: The Role of Digital and Mobile Games
This book chapter explores: (1) general definitions of well-being and its relation to factors associated with quality of life; (2) adolescents in Africa; (3) health burdens in Africa; (4) Serious Games; (5) Games for health on a global scale and (6) Games for health in Africa.
A videogame intervention for tobacco product use prevention in adolescents
We describe the results of our pilot study examining the short-term effects of an interactive videogame on changing adolescent knowledge, beliefs and risk perceptions, and intentions to use e-cigarettes, cigarettes, and other tobacco products. Download PDF >
Development and Feasibility Testing of a Videogame Intervention to Reduce High-Risk Sexual Behavior in Black and Hispanic Adolescents
This paper explains how we developed and tested the feasibility of a mobile videogame intervention to decrease high-risk sexual behavior in black and Hispanic adolescents. Download PDF >
But do they like it? Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents
This mixed methods study explored adolescents’ satisfaction and gameplay experience with a videogame intervention aimed at reducing HIV-related risk. Download PDF >
Adolescents’ perceptions of flavored tobacco products, including E-cigarettes: A qualitative study to inform FDA tobacco education efforts through videogames
We conducted focus groups with 11–17-year-old adolescents from after-school programs in CT and CA about flavored tobacco product beliefs and experiences, and how these compared to traditional cigarettes. Download PDF >
Preliminary investigation of a videogame prototype for cigarette and marijuana prevention in adolescents
The purpose of this study was to conduct a preliminary test of the efficacy of a role-playing videogame prototype, smokeSCREEN, aimed at the primary prevention of cigarette and marijuana use. Download PDF >
Video Game Intervention for Sexual Risk Reduction in Minority Adolescents: Randomized Controlled Trial
We conducted a large, randomized controlled trial with 333 adolescents aged 11-14 to evaluate the HIV prevention videogame intervention, PlayForward: Elm City Stories. Download PDF >
Development of an HIV Prevention Videogame: Lessons Learned
This article discusses ten lessons learned by the play2PREVENT team during the formative work involved in the development of PlayForward: Elm City Stories. Download PDF >
If We Build It, Will They Come? A Qualitative Study of Key Stakeholder Opinions on the Implementation of a Videogame Intervention for Risk Reduction in Adolescents
PlayForward: Elm City Stories, an interactive videogame targeting risk reduction, is currently undergoing evaluation. Collecting stakeholder data on its acceptability and real-life implementation strategies is critical for successful dissemination. Download PDF >
The design and implementation of a randomized controlled trial of a risk reduction and human immunodeficiency virus prevention videogame intervention in minority adolescents: PlayForward: Elm City Stories
This article describes the innovative methods used in the randomized controlled trial for the videogame intervention, PlayForward: Elm City Stories. Download PDF >