Research
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.
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 >