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.
📄 See our White Paper (PDF) for more details
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.
PlayForward: A videogame that increases drug, alcohol, and sexual risk knowledge in teens
Abstract discussing the impact of PlayForward on drug/alcohol/sex-related (DAS) knowledge from the Journal of Drug and Alcohol Dependence. Download PDF >
Serious Games for Sexual Health
A roundtable discussion with a panel of sexual health researchers on the place of serious games in furthering the field of sexual health. Download PDF >
Videogames, Here for Good
The use of technology in health care is increasingly ubiquitous, and there is mounting evidence that videogames can serve as interventions to increase knowledge and effect behavior change in youth. Download PDF >
Using What’s Learned in a Game to Use in Real Life
Challenging research is needed to clarify the factors influencing transfer of learning from games to real life. Download PDF >
Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions
Through the development of PlayForward: Elm City Stories, we developed a process that helps researchers and game developers work effectively together by creating what we have termed “Game Playbooks”. Download PDF >
Novel Methods to Collect Meaningful Data from Adolescents for the Development of Health Interventions
The purpose of this article was to provide examples of three strategies we used to engage young adolescents in discussions surrounding their environment and future aspirations and to demonstrate the quality and utility of the data garnered from these activities. Download PDF >
The use of message framing to promote sexual risk reduction in young adolescents: a pilot exploratory study
We recruited 26, 10 to 14 year-olds to participate in focus groups. We asked each adolescent to design a poster that advised their peers to “wait to have sex until they are much older so they can achieve their future goals and dreams” and instructed them to choose from the selection of images and messages we provided or to generate their own content. Download PDF >
Electronic Media-Based Health Interventions Promoting Behavior Change in Youth
We conducted a systematic review to assess the type and quality of the studies evaluating the effects of electronic media–based interventions on health and safety behavior change in youth aged 18 years or younger. Download PDF >
A Qualitative Study to Inform the Development of a Videogame for Adolescent Human Immunodeficiency Virus Protection
We conducted individual interviews and focus groups with 10–15 year-old boys and girls (36 unique participants) at a neighborhood-based nonprofit organization serving youth from low-resource neighborhoods in New Haven, CT. Download PDF >