Video games built for prevention can reduce teen depression
Few parents or teachers are likely to suggest that teenagers could benefit from playing more video games. But a new study suggests that a growing class of educational games may be a highly effective tool for treating and preventing depression in adolescents.
A new study from Dartmouth researchers has found that a video game designed to raise awareness of mental health issues and substance abuse may effectively reduce depression symptoms in teenagers. The game, called PlaySmart, was tested in one of the largest clinical trials of its kind, involving 532 high school students. The study, published in JAMA Network Open, tracked two groups of students for one year.
One group played PlaySmart for about an hour after school once a week, while the other played commercial role-playing games with no therapeutic content. The research showed that students who played PlaySmart reported reductions in depression symptoms that matched or doubled the effects of general school-based programs. They also showed a more positive attitude towards seeking psychological care after just six weeks of gameplay.
The study's lead author, Caroline Barry, highlighted the potential of digital and self-guided behavioral health games like PlaySmart to reach adolescents who might not otherwise seek care due to barriers such as stigma, limited access, or lack of recognition of the need for help. PlaySmart is based on scenarios drawn from real teenagers' experiences, with behavioral health experts documenting instances of healthy and unhealthy decision-making and identifying gaps in teens' health knowledge.
The game presents students with tasks and choices that lead to positive or negative outcomes, allowing them to analyze their decision-making and learn recommended approaches to identifying and managing depression. The study's findings are particularly significant when compared to traditional preventive programs, which may only target large populations before symptoms escalate.
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