A Dartmouth study finds that PlaySmart, a school-based educational game, not only teaches teens about substance misuse but also provides lasting relief from depression symptoms, outperforming traditional programmes over a 12-month period.
A clinical trial involving 532 secondary school students suggests that an educational video game may do more than teach teenagers about substance misuse: it may also ease depression symptoms for at least a year. Researchers at Dartmouth’s Geisel School of Medicine tested PlaySmart, a game built to help prevent risky behaviour, and found that its effects on mood outlasted those of conventional school-based programmes, according to the study published in JAMA Network Open.
The trial compared 269 students who played PlaySmart for one hour a week over six weeks with 263 peers who used games without therapeutic content. After 12 months, the PlaySmart group showed a meaningful drop in depressive symptoms on the PHQ-8 scale, a standard screening tool, while also reporting a greater willingness to seek professional mental health support. The researchers said the benefits were not just immediate but sustained, which is notable in a field where many school interventions fade within months.
PlaySmart works by placing players inside realistic situations, such as spotting warning signs of depression in a friend’s room or deciding whether to involve an adult during a crisis. Healthy choices bring positive outcomes in the story, while poor decisions lead to setbacks. The game also includes a replay feature that lets students revisit earlier choices and consider different responses, turning the experience into a kind of guided reflection on mental health and decision-making.
The findings may be especially relevant for schools serving diverse communities. According to the report, 53% of the participants were boys, 45% were Black and 38% were Hispanic, and the benefits appeared consistent across sex, ethnicity, school year, food insecurity and family history of addiction. That breadth matters because the game does not require a clinician in the classroom, making it easier to use in schools with limited mental health staffing. PlaySmart is distributed commercially through Playbl, a Dartmouth affiliate, and was originally designed as a universal prevention tool, but the new results suggest it may also help teenagers who are already showing moderate or severe depressive symptoms.
Disclaimer: This content is for informational purposes only and is not intended to be a substitute for professional medical judgment, advice, diagnosis, or treatment.





