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A purpose-built video game called PlaySmart helped reduce depressive symptoms in adolescents over 12 months, according to a new JAMA Network Open study. The game, developed with teen input, uses interactive storylines to build mental health skills and resilience. Players also showed more positive attitudes toward seeking psychological help after just 6 weeks of gameplay.
A randomized controlled trial published in JAMA Network Open found that PlaySmart — a video game designed to address adolescent behavioral health — led to meaningful reductions in depressive symptoms over 12 months. Developed by play2PREVENT with direct input from teenagers, the game features six interactive storylines covering topics like resisting peer pressure, managing prescription opioids, and recognizing peers in emotional distress. It also includes minigames focused on risk assessment, decision-making, and critically evaluating social media.
The study enrolled 532 adolescents aged 16–19, who played for roughly 5 hours total over 6 weeks. Compared to a control group playing commercial games like The Sims, PlaySmart players showed lower depression scores at 12 months and more positive beliefs about psychological services as early as 6 weeks in — a shift that partially explained the longer-term mental health gains.
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Why it matters: Digital, scalable tools like PlaySmart could help reach teens before mental health issues escalate — especially those with limited access to traditional care. Researchers note that even modest individual-level effects can translate to significant public health impact at scale.