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A Digital Behavioral Health Game for Adolescent Mental Health

JAMA Network Open·August 17Open Access
Medicine, General & InternalLimited evidenceAdolescent AnxietyAdolescent DepressionRandomized Controlled TrialDigital Behavioral Health GameAdolescentPlaySmart

Summary

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What was studied

A prespecified secondary analysis of an RCT tested whether a codesigned digital behavioral health game (PlaySmart, ~300 minutes over 6 weeks) reduced depressive (PHQ-8) and anxiety (GAD-7) symptoms versus an attention-matched active control in 532 adolescents (ages 16–19) recruited from 15 school-based health programs in Connecticut, with follow-up through 12 months.

Key findings

At 12 months, the intervention group had significantly lower PHQ-8 scores than controls (adjusted mean 5.30 vs. 6.42; adjusted difference −1.12 points [95% CI, −1.85 to −0.38]; Cohen d = 0.21). No significant effect was found for GAD-7. At 6 weeks, intervention participants had higher beliefs about psychological services (BAPS; adjusted difference +0.03 [95% CI, 0.01–0.05]), and early BAPS gains partially mediated PHQ-8 reductions at 6 months.

Study limitations

- Depressive and anxiety symptoms were prespecified secondary outcomes; the trial was not powered for them, so small subgroup differences may be undetected. - All outcomes were self-reported, introducing potential response bias. - Mediation and moderation analyses were exploratory and post hoc, requiring replication in pre-registered studies.

Clinical implications

A school-based digital behavioral health game delivered in about 5 hours over 6 weeks was linked to modest but sustained reductions in depressive symptoms over 12 months in a diverse adolescent population. Clinicians and school health programs may consider such low-burden digital tools as a scalable complement to existing mental health services, particularly for adolescents with barriers to traditional care.

Related Questions

Explore related topics

What digital mental health interventions are effective for adolescent depression in school settings?How do serious games compare to other low-intensity interventions for youth mental health?What is the evidence for gamification reducing stigma and improving help-seeking in adolescents?

Publication Details

Year
2026
Journal
JAMA Network Open
Sample Size
n=532
Source
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