Playbl
Playbl licenses evidence-based video games to K-12 schools, districts, and public health agencies for adolescent substance-use prevention, mental health, and risk reduction. The portfolio — seven RCT-validated games — was spun out of Yale's play2PREVENT Lab and is sold via annual district subscriptions.
- Company typePrivate
- Founded2021
- HeadquartersNew Haven, CT, United States
- Headcount1–10
- GTM typeB2B
- OfferingSoftware
What Playbl does
Playbl, Inc. is a privately held, New Haven, Connecticut-based digital health company that develops and licenses evidence-based video games for adolescent substance-use prevention, mental health promotion, and risk reduction. Founded in 2021 as a spin-out from the play2PREVENT Lab at Yale School of Medicine (with research now also housed at Dartmouth's Geisel School of Medicine), the company commercializes a portfolio of seven branded interactive games — SmokeScreen, ReFresh, ReMind, PlaySmart, PlayForward: Elm City Stories, PlayTest, and EmpowerED — each grounded in randomized controlled trials and over 25 peer-reviewed publications. The platform is delivered as a web-mobile experience accessible to students through roster-integrated single sign-on (Google Classroom, ClassLink, OneRoster) and is positioned to meet FERPA, COPPA, and NIST SP 800-53 compliance requirements for school environments.
The company generates revenue through annual and multi-year subscription licenses of its game programs to K-12 schools, school districts, educational service centers, community coalitions, public health departments, and school-based health centers, using a quote-based pricing model that varies with student count, program selection, and implementation scope. Distribution combines direct enterprise sales to districts with channel partnerships — notably a national relationship with the School-Based Health Alliance for PlaySmart distribution, a detection-to-education integration with vape-detection vendor Zeptive, and complementary in-person reach through the Victoria's Voice Foundation. Federal validation has been secured through ESSA Tier 1 evidence designation, inclusion in the U.S. Surgeon General's youth mental health resources list, and recognition by Senator Chris Murphy.
The company is led by Founder and Chief Scientific Officer Dr. Lynn E. Fiellin (Yale Professor of Medicine and founding director of the play2PREVENT Lab, who has raised approximately $15 million of NIH and foundation research funding over 12 years) and CEO Kirby Salerno (an EdTech operator with prior Amazon K-12 experience). To date, Playbl has operated primarily on non-dilutive grant capital, anchored by the 2021 Blavatnik Fund for Innovation at Yale award (part of a $3 million, 12-recipient pool) and ongoing NIH HEAL Initiative, FDA, and SAMHSA funding, with no traditional venture capital rounds disclosed.
Playbl firmographics
Firmographics- Name
- Playbl
- Legal name
- Playbl, Inc.
- Website
- https://playbl.com
- Company type
- Private
- Founded year
- 2021
- Operating status
- Operating
- Headcount range
- 1–10 employees
- Short description
- Playbl licenses evidence-based video games to K-12 schools, districts, and public health agencies for adolescent substance-use prevention, mental health, and risk reduction. The portfolio — seven RCT-validated games — was spun out of Yale's play2PREVENT Lab and is sold via annual district subscriptions.
- Ownership category
- akta.pro rank
Playbl industry classification
Industry- Product category
- Educational Health Technology / Digital Health Games
- NAICS
- Doll, Toy, and Game Manufacturing (339930)
- SIC
- Games, Toys & Children's Vehicles (No Dolls & Bicycles) (3944)
- akta.pro primary industry
- Educational Games & Kids/Families Game Studios (MPAFAAAI)
Keywords
Where Playbl is headquartered
LocationHeadquarters
- HQ city
- New Haven, CT
- HQ country
- United States
- HQ region
- North America
Offices2 records
Markets served
Playbl business model
Business model- GTM type
- B2B
- Offering type
- Software
- Cost components
- Personnel, Technology or R&D, Marketing or Sales, Operations, Infrastructure
Revenue model
- School/ District Licensing: Digital health games and programs licensed to schools, school districts, and community organizations. Programs like ReFresh, SmokeScreen, ReMind, and PlaySmart are offered as annual or multi-year licenses to educational institutions for classroom and intervention use.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Subscription | Annual | School/District License |
Go-to-market motion2 records
Distribution channels4 records
Marketing channels6 records
Playbl product offering
Product offeringCore offering
Playbl develops and licenses evidence-based, interactive web-mobile digital health games and intervention programs that address youth substance misuse (vaping, opioids, THC/cannabis), mental health, and risk prevention (HIV/STI). Its portfolio of branded games and tier-2 interventions is sold on annual or multi-year subscriptions to K-12 schools, school districts, community organizations, and public health agencies.
Product overview
Playbl is a game-based health education platform providing evidence-based digital health games and intervention programs for schools and youth-facing organizations. The portfolio consists of a family of products centered on game-based behavioral health interventions targeting substance misuse, mental health, and risk prevention in adolescents. The core products are five distinct game programs: SmokeScreen (vaping/smoking prevention for middle school), ReFresh (vaping alternative-to-suspension intervention), ReMind (cannabis/THC use intervention), PlaySmart (opioid misuse prevention and mental health for high school), and PlayForward: Elm City Stories (risk reduction and HIV prevention). Additional offerings include PlayTest (STI/HIV testing advocacy), EmpowerED (school climate improvement), and dedicated Parent Edition modules for ReFresh and ReMind. All programs are grounded in research from the play2PREVENT Lab at Yale School of Medicine and Dartmouth's Geisel School of Medicine, with backing from NIH, FDA, SAMHSA, and other federal agencies.
Differentiator
Problem solved
Functional benefit
Brands
- play2PREVENT Lab: Research lab at Yale School of Medicine (now Dartmouth Geisel School of Medicine) that developed Playbl's game portfolio over 12+ years of NIH-funded research.
Products and services
- SmokeScreen Interactive web-mobile video game for middle school students (ages 11-14) delivering approximately 3 hours of gameplay across 7 real-world storylines. Students learn about vaping and tobacco risks, build decision-making skills, and practice refusing peer pressure. Targets K-12 schools and youth-serving organizations.
- ReFresh Five-module online evidence-informed vaping intervention for late middle and high school students who violate school nicotine or tobacco policies, designed as a trauma-informed alternative to suspension. Includes a Parent Edition and is intended for K-12 schools, districts, and community-based organizations.
- ReMind Tier 2 THC/cannabis use intervention for students who violate school substance-use policies, covering mental health and physical impacts of high-potency THC, cognitive behavioral therapy (CBT) techniques, and an expanded circle of care. Includes a Parent Edition. Targets schools and community organizations.
- PlaySmart Evidence-based video game for high school students addressing opioid misuse prevention and mental health promotion through time-travel storylines with up to 3 hours of gameplay. Distributed in partnership with the School-Based Health Alliance (SBHA) and school-based health centers.
- PlayForward: Elm City Stories Interactive HIV prevention and risk reduction video game for younger adolescents (ages 11-14) offering approximately 16 hours of immersive, narrative-driven gameplay. Designed to strengthen future orientation, problem-solving, and positive youth development.
- PlayTest Videogame intervention for high school students (ages 14-18) promoting STI/HIV testing at school-based health centers and informed health decision-making, with approximately 6 hours of unique gameplay.
- EmpowerED Story-based digital intervention for high school students (ages 14-18) that teaches cognitive reappraisal skills to improve school climate and personal well-being. Approximately 1 hour of gameplay; can be assigned by schools or accessed directly.
- ReFresh Parent Edition Digital mini-course for parents and caregivers offering science-backed guidance on vaping, mental health, and substance misuse in short modules. Built in collaboration with medical and education experts; can be assigned by schools or accessed directly by families.
- ReMind Parent Edition Online course equipping parents and guardians with facts and tools to address the impact of cannabis use on youth, including mental health impacts of high-potency THC, physical effects, CBT-based coping skills, and guidance for the healing process. Built with medical and educational experts.
Quantifiable outcome
- 90 minutes of SmokeScreen gameplay leads to measurable improvements in students' perception of vaping risks and ability to refuse peer offers
- +4 more outcomes
Companies that use Playbl
Customer profileNamed customers12 records
Segments5 records
Ideal customer profiles3 records
Playbl technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Integration3 records
Feature8 records
Playbl partnerships and signals
Strategic signalPartnerships
Seven partnerships are on record, tiered core and minor.
- ZeptivecoreCollaboration with Zeptive, an advanced vape-detection company, to connect technology detection with education. When Zeptive's technology identifies a potential vaping incident, schools can connect students with appropriate Playbl programs like SmokeScreen, ReFresh, or ReMind, creating a complete detection-to-education response.
- Victoria's Voice FoundationcorePartnership bringing together Playbl's evidence-based digital programs with Victoria's Voice Foundation's in-person prevention education. Victoria's Voice Save Our Kids school assemblies and VITAL SIGNS for Parents discussions complement Playbl's digital reach, creating comprehensive prevention across school, family, and community settings.
- play2PREVENT Lab at Yale School of MedicinecoreResearch partnership with Dr. Lynn Fiellin's play2PREVENT Lab at Yale Center for Health & Learning Games. Over 12 years and approximately $15 million in NIH/foundation funding, the lab has developed, evaluated, and disseminated Playbl's digital health games.
- Dartmouth's Geisel School of MedicinecoreResearch collaboration has transitioned from Yale to Dartmouth's Geisel School of Medicine. Dartmouth researchers believe the intervention is effective enough to fund a company offering video games to schools.
- School-Based Health Alliance (SBHA)coreNational partnership for PlaySmart program targeting opioid misuse prevention in high school students, working with school-based health centers through the SBHA network.
- Yale School of MedicinecoreHome institution of founder Dr. Lynn Fiellin. Playbl is a spin-out company from the play2PREVENT Lab at Yale Center for Health & Learning Games. Dr. Fiellin is Professor of Medicine at Yale.
- Boston Medical Center - CATALYSTminorDr. Sarah Bagley, Medical Director of the Center for Addiction Treatment for Adolescents/Young Adults who Use Substances (CATALYST) at Boston Medical Center, reviewed the ReFresh program content.
Scale indicators9 records
Recent moves7 records
Expansion highlights6 records
Playbl competitors and assessment
Company assessmentBroad incumbents
- EVERFI: EVERFI (now part of Blackbaud) sells K-12 digital courses on substance use prevention, mental health, and financial literacy to schools and districts. It competes with Playbl for the same district buyers but offers a much broader content catalog without Playbl's RCT-grade evidence tier for individual programs.
- Kahoot!: Kahoot! is a widely adopted K-12 game-based learning platform that increasingly incorporates health, SEL, and well-being content. While not a prevention specialist, its installed base and brand recognition among teachers position it as a potential platform-level substitute for parts of Playbl's offering.
- Rethink Ed: Rethink First sells EdTech platforms spanning SEL, mental health, and behavior support to K-12 districts. It competes for the same student-wellness budget and increasingly includes prevention content that could substitute for Playbl's standalone programs.
Emerging players
- Filament Games: Filament Games is a Wisconsin-based educational game studio that builds learning games for schools, museums, and health organizations. It is comparable as a peer developer of evidence-driven educational games, though it is not a direct buyer-facing competitor in the same way as prevention-curriculum vendors.
- Schell Games: Schell Games is a Pittsburgh-based game studio known for educational and transformational games, including health and behavior change titles. It shares Playbl's evidence-driven educational game development profile and is a credible adjacency for game-development talent and pipeline.
Direct peers
- PAX Good Behavior Game: PAX Good Behavior Game is an evidence-based classroom behavior program with peer-reviewed studies showing impacts on substance use and mental health later in life. It competes with Playbl for evidence-tier prevention budget and reaches the same K-12 teacher and administrator buyers.
- Botvin LifeSkills Training: Botvin LifeSkills Training is a long-standing evidence-based substance abuse prevention program widely adopted in U.S. schools, with both in-person and digital modalities. It directly competes with Playbl in middle and high school prevention curricula and has decades of research backing, making it the most comparable peer for evidence-tier positioning.
- Centervention: Centervention provides online SEL and behavioral intervention games for K-12 students, including substance use and mental health topics. It overlaps with Playbl in delivering game-based prevention content to school counselors and educators, though with a broader SEL scope.
- CATCH My Breath: CATCH My Breath is a school-based vaping prevention program from the CATCH (Coordinated Approach to Child Health) initiative, distributed to K-12 districts. It targets the same buyer and the same subject (youth vaping prevention) as Playbl's SmokeScreen and ReFresh programs.
Others
- ClickHealth / SHAPE America-affiliated prevention programs: SHAPE America and affiliated health-education providers distribute K-12 health curricula that often include substance use prevention modules, competing with Playbl for the same health-education line items on district purchase orders.
Market position
Strengths5 records
Weaknesses4 records
Competitive moat5 records
Key risks5 records
Key highlights7 records
Customer concentration
Playbl social profiles
Digital presencePlaybl compliance and trust
Trust signalCompliance3 records
Playbl financial estimates
Financial estimateRevenue estimate
Valuation estimate
Playbl leadership team
Management profileNumber of profiles
Profiles13 records
Playbl funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
Playbl M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about Playbl
What does Playbl do?
Playbl develops and licenses evidence-based, interactive web-mobile digital health games and intervention programs that address youth substance misuse (vaping, opioids, THC/cannabis), mental health, and risk prevention (HIV/STI). Its portfolio of branded games and tier-2 interventions is sold on annual or multi-year subscriptions to K-12 schools, school districts, community organizations, and public health agencies.
Is Playbl a public or private company?
Playbl is a private company. It is classified as founder individual operated bootstrapped and is currently operating.
When was Playbl founded?
Playbl was founded in 2021. It employs 1 to 10 people.
Where is Playbl based?
Playbl is headquartered in New Haven, CT, United States, in the North America region.
How does Playbl make money?
One revenue line is on record: school/ District Licensing.
Who are Playbl's main competitors?
Broad incumbents on record are EVERFI, Kahoot! and Rethink Ed. Emerging players are Filament Games and Schell Games. Direct peers are PAX Good Behavior Game, Botvin LifeSkills Training, Centervention and CATCH My Breath. ClickHealth / SHAPE America-affiliated prevention programs is listed as an others.
Does Playbl have an API?
No public API is recorded for Playbl.
What industry is Playbl in?
Playbl's product category is Educational Health Technology / Digital Health Games. Its primary akta.pro industry code is MPAFAAAI, Educational Games & Kids/Families Game Studios. Its NAICS code is 339930 and its SIC code is 3944.