Article Excerpt: Researchers recruited 532 American high school students for one of the largest clinical trials of a video game designed to raise teens’ awareness of mental health issues and substance abuse. The team tracked 269 students who engaged with PlaySmart, a digital behavioral health game developed at Dartmouth College’s Geisel School of Medicine in New Hampshire…
Study first author Caroline Barry said: “One of the biggest challenges in adolescent mental health is that many young people never receive care because of barriers including stigma, limited access to providers, or just not recognizing they could benefit from help. “Because behavioral health games like PlaySmart are digital and self-guided, they have tremendous potential to reach adolescents across a wide range of settings who might not otherwise receive care, including communities where access to mental health services is very limited.”
Full Article: https://tinyurl.com/2pet9fxn
Article Source: Miami Herald