An educational video game developed by researchers at the Geisel School of Medicine at Dartmouth reduced depressive symptoms in teenagers for at least one year, according to a clinical trial published in the medical journal JAMA Network Open.
The study of 532 high school students in Connecticut demonstrated that the digital intervention, called PlaySmart, delivered results that equaled and in several cases doubled the long-term effectiveness of traditional in-person school prevention programs.
Trial structure and clinical results
Researchers at Dartmouth conducted the trial with high school students aged 16 to 19. A test group of 269 students played PlaySmart for one hour per week over six weeks, while an active control group of 263 students played video games lacking therapeutic content.
One year after completing the intervention, students who played PlaySmart recorded significant reductions in depression levels evaluated using the standard PHQ-8 diagnostic scale. The findings confirmed that the software, which was specifically designed to prevent risk behaviors, generated a sustained decrease in depressive symptoms at 12 months, whereas benefits from traditional interventions typically fade after six months.
The study also found that participants displayed a positive shift in their willingness to seek professional psychological help, alongside increased awareness regarding substance abuse.

Interactive gameplay and mechanics
PlaySmart is a fully self-guided interactive game that places the player as the main protagonist navigating complex real-world decisions. Players face scenarios such as identifying early warning signs of depression in a friend's bedroom or deciding whether to approach an adult during a mental health crisis.
The game design rewards healthy choices with positive consequences for the characters, while poor choices trigger adverse scenarios. A key feature is its reverse analysis function, which allows students to step back in the narrative to reflect on their decision-making process and explore alternative choices regarding mental health.
Demographics and school integration
The clinical trial emphasized broad population coverage, with a sample comprising 53 percent male students, 45 percent African American students, and 38 percent Hispanic students. These demographic groups historically record elevated rates of sadness and feelings of hopelessness.
Statistical evaluations confirmed that the benefits of PlaySmart remained consistent across all participants, regardless of sex, ethnic background, school grade level, food insecurity, or family history of addiction. This uniform efficacy makes the tool suitable for heterogeneous school districts and communities with limited healthcare infrastructure.
In addition, PlaySmart operates without requiring a clinician present in the classroom, allowing schools to integrate the software directly into standard educational curricula.
Commercial distribution
The PlaySmart project is distributed commercially through Playbl, a spinoff company originating from the Dartmouth laboratory. Although originally designed as a universal preventive measure for the general student body, researchers stated that the new findings support its use as a key channel to direct assistance to youth experiencing moderate to severe depressive symptoms.
