A clinical trial with 532 high school students found that the educational video game PlaySmart significantly reduced depressive symptoms in adolescents for at least a year, doubling the effect of traditional school programs . The study, led by researchers at Dartmouth's Geisel School of Medicine and published in JAMA Network Open, involved students aged 16–19 in Connecticut . Participants played PlaySmart one hour weekly for six weeks, while a control group played games without therapeutic content .
PlaySmart's benefits were consistent across sex, ethnicity, school level, food insecurity, and family addiction history . The sample was 53% male, 45% African American, and 38% Hispanic . The game is self-guided and requires no clinician in the classroom, making it easy to integrate into school curricula .
PlaySmart is commercially distributed by Playbl, a Dartmouth-affiliated company . The study suggests digital interventions could complement traditional mental health strategies in schools .
