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play2PREVENT Lab

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uuid00sx28j

Namestring
play2PREVENT Lab
Legal namestring
play2PREVENT
Company typeenum
Private
Founded yearint
2009
Descriptiontext

play2PREVENT Lab is an academic research unit within Dartmouth College's Center for Technology and Behavioral Health (Geisel School of Medicine), founded in 2009 by Dr. Lynn E. Fiellin (previously at Yale). The lab develops and rigorously evaluates evidence-based "serious games" — interactive video games designed for health promotion, risk reduction, and educational intervention in youth and young adults ages 10–19. Core products include PlayForward: Elm City Stories (HIV prevention, ages 11–14), smokeSCREEN (smoking/vaping prevention, ages 10–16), PlayTest! (HIV testing/counseling, ages 14–18), PlaySmart (opioid misuse and mental health, ages 16–19), empowerED (cognitive reappraisal skills, ages 14–18), and the in-development PlaySocial (teen mental health and social media wellbeing). Games are built using the lab's proprietary "Game Playbooks" methodology — intervention manuals bridging health behavior theory and game design — and are evaluated via randomized controlled trials, with five published RCTs and over 25 peer-reviewed publications demonstrating statistically significant outcomes in knowledge, attitudes, self-efficacy, and behavioral intentions.

The lab operates as a multidisciplinary "Collective Brain" of researchers, community partners, and commercial game developers, collaborating with Schell Games, 1st Playable, Digitalmill (Ben Sawyer), and Industrial Toys (Alex Seropian) for production. Distribution occurs through partner platform Playbl.com (consumer channel) and through schools, school-based health centers, after-school programs, and community organizations (institutional channels), with over 40 school partners and 50+ community partners documented.

The business model is non-commercial grant funding. Revenue derives from NIH institutes (NICHD, NIDA, NIAAA, NIH/FDA Tobacco Centers of Regulatory Science) and foundations (CVS Health Foundation, Robert Wood Johnson, Chan-Zuckerberg, BEST/Conrad N. Hilton, Blavatnik), plus targeted grants such as the September 2025 $755,000 award from Proof Positive and October 2025 funding from Young Futures. No pricing model is publicly disclosed and no direct consumer sales occur; the entity is structured as an academic research laboratory rather than a venture-backed company.

Short descriptiontext

play2PREVENT Lab is a Dartmouth College research unit that develops and rigorously tests evidence-based serious video games targeting substance misuse, mental health, and sexual health in adolescents and young adults.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
1–10
akta.pro rankint
HeadquartersLebanon, United States
HQ citystring
Lebanon
HQ countrystring
United States
HQ regionstring
North America
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
serious games for health, youth health interventions, digital health games, substance misuse prevention, behavioral health research
Industry3 codes
1Serious Games & Simulation Studios (Training, Defense, Enterprise)
CodeMPAFAAAHPrimaryYes
2Educational Games & Kids/Families Game Studios
CodeMPAFAAAIPrimaryNo
3Simulation, Scenario & Serious Games Design
CodeEDAGAKAHPrimaryNo
SIC code1 code
  • Services-Commercial Physical & Biological Research8731
Product category
Digital Health Serious Games
GTM motion1 record

Each record includes

Type, Description, Source

Revenue model1 record
1NIH and Foundation Research Funding
TypeSubscription Recurring
Description

The lab is funded by the National Institutes of Health (NIH) including NICHD, NIDA, NIAAA, NIH/FDA, as well as foundation funding from CVS Health Foundation, Robert Wood Johnson Foundation, BEST Foundation/Conrad N. Hilton Foundation, and Chan-Zuckerberg Initiative. Funding supports the development, evaluation, and implementation of videogame interventions.

play2prevent.org
Marketing channels5 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels4 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Technology or R&D, Operations, Marketing or Sales, Others
GTM typeB2B
B2B
Offering typeSoftware
Software
Brand1 of 5 records shown
1PlaySmart
Description

Digital health game targeting opioid misuse prevention and mental health promotion for ages 16-19, funded by National Institute on Drug Abuse.

play2prevent.org
+4 more records
Core offering1 text field

play2PREVENT Lab is an academic research laboratory that designs, develops, and rigorously evaluates evidence-based serious (video) games targeting health and risk prevention in youth and young adults. Its product portfolio includes digital health games for HIV/STI prevention (PlayForward: Elm City Stories, PlayTest!), opioid misuse and mental health (PlaySmart), smoking/vaping prevention (smokeSCREEN), cognitive reappraisal (empowerED), and teen mental health/social media wellbeing (PlaySocial, in development). Games are developed using theory-based frameworks and user-centered design, then validated through randomized controlled trials and deployed via partner schools, community organizations, and the distribution partner Playbl.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 5 values shown
  • PlayForward: Improved sexual health attitudes (LS means difference 0.37, p=0.04) and knowledge (LS means difference 1.13, p<0.001) in minority adolescents at 12 months across 333 participants
+4 more records
Product overview1 text field

The play2PREVENT Lab offers a portfolio of evidence-based serious games (video games for health beyond entertainment) targeting risk prevention, well-being, and social intelligence in children, teens, and young adults. The core product suite includes PlaySmart (opioid misuse prevention, ages 16-19), PLAYTEST! (HIV/STI testing promotion, ages 14-18), smokeSCREEN (vaping/smoking prevention, ages 10-16), PlayForward: Elm City Stories (HIV prevention and risk reduction, ages 11-14), empowerED (cognitive skills and school climate, ages 14-18), and PlaySocial (mental health/social media, in development). All games are distributed through the partner platform playbl.com and meet youth 'where they are' via mobile delivery. The Lab also developed the VR prototype Invite Only VR for e-cigarette prevention and the educational math game Knowledge Battle. Games are developed using principles of character education, social and emotional learning, and tested through rigorous RCTs. The portfolio uses the 'PlayForward Prevention Platform' approach, with Game Playbooks serving as intervention manuals for researchers and developers.

Product and service6 records
1PlaySmart
CategoryDigital Health Serious Game
Description

A digital health video game targeting opioid misuse prevention and mental health promotion for adolescents ages 16-19. Funded by the National Institute on Drug Abuse, the game addresses risk and protective factors for opioid misuse and mental health through engaging interactive gameplay designed to teach skills and change behaviors.

2PlayTest!
CategoryDigital Health Serious Game
Description

A serious video game focused on encouraging HIV/STI testing and counseling and overall health promotion and advocacy for adolescents ages 14-18. Developed in association with Schell Games and funded by the National Institute of Child Health and Human Development (NICHD). The game was evaluated through a randomized controlled trial with 287 participants.

3smokeSCREEN
CategoryDigital Health Serious Game
Description

A digital game focused on smoking and vaping prevention and cessation for adolescents ages 10-16. Addresses tobacco product use including e-cigarettes. Funded by the National Institute on Drug Abuse (NIDA)/FDA and the CVS Health Foundation.

4PlayForward: Elm City Stories
CategoryDigital Health Serious Game
Description

An interactive risk reduction and HIV prevention video game using a time-travel narrative where players use an avatar to 'travel' through time, facing challenges such as peer pressure and risky behaviors. Players experience how their choices affect their future and can go back in time to change choices, creating different outcomes. Designed for youth ages 11-14, funded by the National Institute of Child Health and Human Development.

5empowerED: Think It Through Digital Stories
CategoryDigital Health Serious Game
Description

A cognitive-behavioral video game intervention focused on developing and practicing skills in reframing negative thoughts to improve the school environment for adolescents ages 14-18. Funded by the Chan-Zuckerberg Initiative.

6PlaySocial
CategoryDigital Health Serious Game
Description

An innovative digital health game in development to promote teen mental health and digital wellbeing by addressing the challenges and opportunities presented by social media. Targeted at adolescents and funded by Young Futures.

Scale indicator3 records

Each record includes

Type, Value, Description, Source

Partnership8 partners
Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-10-01
Description

In October 2025, the lab received funding from Young Futures to develop PlaySocial, an innovative digital health game to promote teen mental health and digital wellbeing by addressing challenges and opportunities presented by social media. The lab was named a Young Futures Innovator and part of the Here Comes the Fun Cohort.

Strategic tierCoreTypeStrategic or Co-development PartnerAnnounced on2025-09-01
Description

In September 2025, the lab announced a partnership with nonprofit Proof Positive to develop digital health games with and for young people with autism (and their families) to enhance happiness and wellbeing. The project integrates game-based learning into Proof Positive's evidence-based curriculum through a three-phase development, evaluation, and implementation plan over two years, with a $755,000 grant.

3Dartmouth Center for Technology and Behavioral Health (CTBH)
Strategic tierCoreTypeStrategic or Co-development Partner
Description

The lab is housed within the Center for Technology and Behavioral Health at Dartmouth's Geisel School of Medicine, providing institutional infrastructure and research support.

play2prevent.org
Strategic tierCoreTypeGTM or Marketing Partner
Description

Playbl partners with the play2PREVENT Lab to bring digital health game interventions to wider audiences through strategic marketing and distribution. All games are available via playbl.com.

Strategic tierCoreTypeTechnology or Integration
Description

Schell Games is a commercial game development studio that collaborates with play2PREVENT on game development, including PlayTest! which was developed in association with Schell Games.

6Yale Center for Health & Learning Games
Strategic tierCoreTypeStrategic or Co-development Partner
Description

The lab was previously affiliated with the Yale Center for Health & Learning Games, where initial game development and research was conducted before transitioning to Dartmouth.

play2prevent.org
Strategic tierMinorTypeStrategic or Co-development Partner
Description

Games for Change is a partner organization supporting the serious games field and providing professional networks for health game developers and researchers.

Strategic tierMinorTypeStrategic or Co-development Partner
Description

School-Based Health Alliance is an institutional partner supporting implementation of digital health games in school-based health settings.

Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
TypeEmerging player
Description

Digital therapeutics company that develops prescription video games for cognitive health conditions. Operates in the evidence-based health games category with regulatory pathways, but focused on clinical rather than prevention use cases.

TypeDirect peer
Description

play2PREVENT Lab's predecessor affiliation at Yale; conducts research on serious games for health and learning. Same academic lineage and methodology, making it a direct comparable research peer.

TypeEmerging player
Description

Health simulation and role-play platform used in schools and healthcare settings for behavior change. Comparable in deploying evidence-based interactive simulations for health education, with overlap in target populations.

TypeBroad incumbent
Description

Large-scale education technology platform delivering digital learning on topics including health and wellness to K-12 schools. Competes for the same school-channel budgets and student engagement minutes, though broader in scope.

TypeDirect peer
Description

Nonprofit social innovation lab that designs digital solutions, including games and apps, to improve the health and wellbeing of young people. Direct peer in mission, methodology (evidence-based digital interventions for youth), and target audience.

TypeDirect peer
Description

Commercial serious games studio that co-developed PlayTest! with play2PREVENT Lab. Schell Games is a leading developer of transformative games for education, health, and training, making it a directly comparable peer in the serious games for health category.

TypeDirect peer
Description

Commercial game development partner that has worked with play2PREVENT on health game projects. Specializes in developing high-quality games for educational and health clients, directly comparable in production approach.

TypeDirect peer
Description

Nonprofit organization supporting the serious games field and providing professional networks for health game developers and researchers. Listed as a partner of play2PREVENT and operates in the same youth health and social impact serious games space.

TypeOthers
Description

Federal agency that funds and disseminates evidence-based youth health interventions, including school-based programs targeting substance misuse and sexual health. Comparable as a stakeholder and funder ecosystem participant, not a direct competitor.

TypeDirect peer
Description

Serious games consulting firm co-founded by Ben Sawyer (a play2PREVENT collaborator). Provides game consulting and development expertise in the same health and social impact serious games space.

Market position
Strengths5 records

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers3 records

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment3 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile2 records

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

AI maturity
App detail

Has app

Feature6 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles4 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
No data
Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds1 record

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors1 record

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

play2PREVENT Lab

Digital Health Serious Gamesplay2prevent.org

play2PREVENT Lab is a Dartmouth College research unit that develops and rigorously tests evidence-based serious video games targeting substance misuse, mental health, and sexual health in adolescents and young adults.

What play2PREVENT Lab does

play2PREVENT Lab is an academic research unit within Dartmouth College's Center for Technology and Behavioral Health (Geisel School of Medicine), founded in 2009 by Dr. Lynn E. Fiellin (previously at Yale). The lab develops and rigorously evaluates evidence-based "serious games" — interactive video games designed for health promotion, risk reduction, and educational intervention in youth and young adults ages 10–19. Core products include PlayForward: Elm City Stories (HIV prevention, ages 11–14), smokeSCREEN (smoking/vaping prevention, ages 10–16), PlayTest! (HIV testing/counseling, ages 14–18), PlaySmart (opioid misuse and mental health, ages 16–19), empowerED (cognitive reappraisal skills, ages 14–18), and the in-development PlaySocial (teen mental health and social media wellbeing). Games are built using the lab's proprietary "Game Playbooks" methodology — intervention manuals bridging health behavior theory and game design — and are evaluated via randomized controlled trials, with five published RCTs and over 25 peer-reviewed publications demonstrating statistically significant outcomes in knowledge, attitudes, self-efficacy, and behavioral intentions.

The lab operates as a multidisciplinary "Collective Brain" of researchers, community partners, and commercial game developers, collaborating with Schell Games, 1st Playable, Digitalmill (Ben Sawyer), and Industrial Toys (Alex Seropian) for production. Distribution occurs through partner platform Playbl.com (consumer channel) and through schools, school-based health centers, after-school programs, and community organizations (institutional channels), with over 40 school partners and 50+ community partners documented.

The business model is non-commercial grant funding. Revenue derives from NIH institutes (NICHD, NIDA, NIAAA, NIH/FDA Tobacco Centers of Regulatory Science) and foundations (CVS Health Foundation, Robert Wood Johnson, Chan-Zuckerberg, BEST/Conrad N. Hilton, Blavatnik), plus targeted grants such as the September 2025 $755,000 award from Proof Positive and October 2025 funding from Young Futures. No pricing model is publicly disclosed and no direct consumer sales occur; the entity is structured as an academic research laboratory rather than a venture-backed company.

play2PREVENT Lab firmographics

Firmographics
Name
play2PREVENT Lab
Legal name
play2PREVENT
Website
https://play2prevent.org
Company type
Private
Founded year
2009
Operating status
Operating
Headcount range
1–10 employees
Short description
play2PREVENT Lab is a Dartmouth College research unit that develops and rigorously tests evidence-based serious video games targeting substance misuse, mental health, and sexual health in adolescents and young adults.
Ownership category
akta.pro rank

play2PREVENT Lab industry classification

Industry
Product category
Digital Health Serious Games
SIC
Services-Commercial Physical & Biological Research (8731)
akta.pro primary industry
Serious Games & Simulation Studios (Training, Defense, Enterprise) (MPAFAAAH)
akta.pro secondary industries
Educational Games & Kids/Families Game Studios (MPAFAAAI), Simulation, Scenario & Serious Games Design (EDAGAKAH)

Keywords

  • Serious games for health
  • Youth health interventions
  • Digital health games
  • Substance misuse prevention
  • Behavioral health research

Where play2PREVENT Lab is headquartered

Location

Headquarters

HQ city
Lebanon
HQ country
United States
HQ region
North America

Offices1 record

Markets served

play2PREVENT Lab business model

Business model
GTM type
B2B
Offering type
Software
Cost components
Personnel, Technology or R&D, Operations, Marketing or Sales, Others

Revenue model

  1. NIH and Foundation Research Funding: The lab is funded by the National Institutes of Health (NIH) including NICHD, NIDA, NIAAA, NIH/FDA, as well as foundation funding from CVS Health Foundation, Robert Wood Johnson Foundation, BEST Foundation/Conrad N. Hilton Foundation, and Chan-Zuckerberg Initiative. Funding supports the development, evaluation, and implementation of videogame interventions.

Go-to-market motion1 record

Distribution channels4 records

Marketing channels5 records

play2PREVENT Lab product offering

Product offering

Core offering

play2PREVENT Lab is an academic research laboratory that designs, develops, and rigorously evaluates evidence-based serious (video) games targeting health and risk prevention in youth and young adults. Its product portfolio includes digital health games for HIV/STI prevention (PlayForward: Elm City Stories, PlayTest!), opioid misuse and mental health (PlaySmart), smoking/vaping prevention (smokeSCREEN), cognitive reappraisal (empowerED), and teen mental health/social media wellbeing (PlaySocial, in development). Games are developed using theory-based frameworks and user-centered design, then validated through randomized controlled trials and deployed via partner schools, community organizations, and the distribution partner Playbl.

Product overview

The play2PREVENT Lab offers a portfolio of evidence-based serious games (video games for health beyond entertainment) targeting risk prevention, well-being, and social intelligence in children, teens, and young adults. The core product suite includes PlaySmart (opioid misuse prevention, ages 16-19), PLAYTEST! (HIV/STI testing promotion, ages 14-18), smokeSCREEN (vaping/smoking prevention, ages 10-16), PlayForward: Elm City Stories (HIV prevention and risk reduction, ages 11-14), empowerED (cognitive skills and school climate, ages 14-18), and PlaySocial (mental health/social media, in development). All games are distributed through the partner platform playbl.com and meet youth 'where they are' via mobile delivery. The Lab also developed the VR prototype Invite Only VR for e-cigarette prevention and the educational math game Knowledge Battle. Games are developed using principles of character education, social and emotional learning, and tested through rigorous RCTs. The portfolio uses the 'PlayForward Prevention Platform' approach, with Game Playbooks serving as intervention manuals for researchers and developers.

Differentiator

Problem solved

Functional benefit

Brands

  • PlaySmart: Digital health game targeting opioid misuse prevention and mental health promotion for ages 16-19, funded by National Institute on Drug Abuse.
  • PLAYTEST!
  • smokeSCREEN
  • PlayForward: Elm City Stories
  • empowerED: Think It Through Digital Stories

Products and services

  • PlaySmart A digital health video game targeting opioid misuse prevention and mental health promotion for adolescents ages 16-19. Funded by the National Institute on Drug Abuse, the game addresses risk and protective factors for opioid misuse and mental health through engaging interactive gameplay designed to teach skills and change behaviors.
  • PlayTest! A serious video game focused on encouraging HIV/STI testing and counseling and overall health promotion and advocacy for adolescents ages 14-18. Developed in association with Schell Games and funded by the National Institute of Child Health and Human Development (NICHD). The game was evaluated through a randomized controlled trial with 287 participants.
  • smokeSCREEN A digital game focused on smoking and vaping prevention and cessation for adolescents ages 10-16. Addresses tobacco product use including e-cigarettes. Funded by the National Institute on Drug Abuse (NIDA)/FDA and the CVS Health Foundation.
  • PlayForward: Elm City Stories An interactive risk reduction and HIV prevention video game using a time-travel narrative where players use an avatar to 'travel' through time, facing challenges such as peer pressure and risky behaviors. Players experience how their choices affect their future and can go back in time to change choices, creating different outcomes. Designed for youth ages 11-14, funded by the National Institute of Child Health and Human Development.
  • empowerED: Think It Through Digital Stories A cognitive-behavioral video game intervention focused on developing and practicing skills in reframing negative thoughts to improve the school environment for adolescents ages 14-18. Funded by the Chan-Zuckerberg Initiative.
  • PlaySocial An innovative digital health game in development to promote teen mental health and digital wellbeing by addressing the challenges and opportunities presented by social media. Targeted at adolescents and funded by Young Futures.

Quantifiable outcome

  • PlayForward: Improved sexual health attitudes (LS means difference 0.37, p=0.04) and knowledge (LS means difference 1.13, p<0.001) in minority adolescents at 12 months across 333 participants
  • +4 more outcomes

Companies that use play2PREVENT Lab

Customer profile

Named customers3 records

Segments3 records

Ideal customer profiles2 records

play2PREVENT Lab technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature6 records

play2PREVENT Lab partnerships and signals

Strategic signal

Partnerships

Eight partnerships are on record, tiered core and minor.

  • Young FuturescoreStrategic or Co-development Partner · 1 October 2025In October 2025, the lab received funding from Young Futures to develop PlaySocial, an innovative digital health game to promote teen mental health and digital wellbeing by addressing challenges and opportunities presented by social media. The lab was named a Young Futures Innovator and part of the Here Comes the Fun Cohort.
  • Proof PositivecoreStrategic or Co-development Partner · 1 September 2025In September 2025, the lab announced a partnership with nonprofit Proof Positive to develop digital health games with and for young people with autism (and their families) to enhance happiness and wellbeing. The project integrates game-based learning into Proof Positive's evidence-based curriculum through a three-phase development, evaluation, and implementation plan over two years, with a $755,000 grant.
  • Dartmouth Center for Technology and Behavioral Health (CTBH)coreStrategic or Co-development PartnerThe lab is housed within the Center for Technology and Behavioral Health at Dartmouth's Geisel School of Medicine, providing institutional infrastructure and research support.
  • PlayblcoreGTM or Marketing PartnerPlaybl partners with the play2PREVENT Lab to bring digital health game interventions to wider audiences through strategic marketing and distribution. All games are available via playbl.com.
  • Schell GamescoreTechnology or IntegrationSchell Games is a commercial game development studio that collaborates with play2PREVENT on game development, including PlayTest! which was developed in association with Schell Games.
  • Yale Center for Health & Learning GamescoreStrategic or Co-development PartnerThe lab was previously affiliated with the Yale Center for Health & Learning Games, where initial game development and research was conducted before transitioning to Dartmouth.
  • Games for ChangeminorStrategic or Co-development PartnerGames for Change is a partner organization supporting the serious games field and providing professional networks for health game developers and researchers.
  • School-Based Health AllianceminorStrategic or Co-development PartnerSchool-Based Health Alliance is an institutional partner supporting implementation of digital health games in school-based health settings.

Scale indicators3 records

Recent moves6 records

Expansion highlights5 records

play2PREVENT Lab competitors and assessment

Company assessment

Emerging players

  • Akili Interactive: Digital therapeutics company that develops prescription video games for cognitive health conditions. Operates in the evidence-based health games category with regulatory pathways, but focused on clinical rather than prevention use cases.
  • Kognito: Health simulation and role-play platform used in schools and healthcare settings for behavior change. Comparable in deploying evidence-based interactive simulations for health education, with overlap in target populations.

Direct peers

  • Yale Center for Health & Learning Games: play2PREVENT Lab's predecessor affiliation at Yale; conducts research on serious games for health and learning. Same academic lineage and methodology, making it a direct comparable research peer.
  • Hopelab: Nonprofit social innovation lab that designs digital solutions, including games and apps, to improve the health and wellbeing of young people. Direct peer in mission, methodology (evidence-based digital interventions for youth), and target audience.
  • Schell Games: Commercial serious games studio that co-developed PlayTest! with play2PREVENT Lab. Schell Games is a leading developer of transformative games for education, health, and training, making it a directly comparable peer in the serious games for health category.
  • 1st Playable: Commercial game development partner that has worked with play2PREVENT on health game projects. Specializes in developing high-quality games for educational and health clients, directly comparable in production approach.
  • Games for Change: Nonprofit organization supporting the serious games field and providing professional networks for health game developers and researchers. Listed as a partner of play2PREVENT and operates in the same youth health and social impact serious games space.
  • Digitalmill: Serious games consulting firm co-founded by Ben Sawyer (a play2PREVENT collaborator). Provides game consulting and development expertise in the same health and social impact serious games space.

Broad incumbents

  • EVERFI: Large-scale education technology platform delivering digital learning on topics including health and wellness to K-12 schools. Competes for the same school-channel budgets and student engagement minutes, though broader in scope.

Others

Market position

Strengths5 records

Weaknesses5 records

Competitive moat5 records

Key risks6 records

Key highlights7 records

Customer concentration

play2PREVENT Lab social profiles

Digital presence

play2PREVENT Lab financial estimates

Financial estimate

Revenue estimate

Valuation estimate

play2PREVENT Lab leadership team

Management profile

Number of profiles

Profiles4 records

play2PREVENT Lab funding detail

Funding detail

Funding overview

Funding rounds1 record

Investors1 record

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

play2PREVENT Lab M&A and investment

M&A and investment

M&A

Investments

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

Frequently asked questions about play2PREVENT Lab

What does play2PREVENT Lab do?

play2PREVENT Lab is an academic research laboratory that designs, develops, and rigorously evaluates evidence-based serious (video) games targeting health and risk prevention in youth and young adults. Its product portfolio includes digital health games for HIV/STI prevention (PlayForward: Elm City Stories, PlayTest!), opioid misuse and mental health (PlaySmart), smoking/vaping prevention (smokeSCREEN), cognitive reappraisal (empowerED), and teen mental health/social media wellbeing (PlaySocial, in development). Games are developed using theory-based frameworks and user-centered design, then validated through randomized controlled trials and deployed via partner schools, community organizations, and the distribution partner Playbl.

Is play2PREVENT Lab a public or private company?

play2PREVENT Lab is a private company. It is classified as nonprofit foundation owned and is currently operating.

When was play2PREVENT Lab founded?

play2PREVENT Lab was founded in 2009. It employs 1 to 10 people.

Where is play2PREVENT Lab based?

play2PREVENT Lab is headquartered in Lebanon, United States, in the North America region.

How does play2PREVENT Lab make money?

One revenue line is on record: NIH and Foundation Research Funding.

Who are play2PREVENT Lab's main competitors?

Emerging players on record are Akili Interactive and Kognito. Direct peers are Yale Center for Health & Learning Games, Hopelab, Schell Games, 1st Playable, Games for Change and Digitalmill. EVERFI is listed as a broad incumbent. Centers for Disease Control and Prevention - Division of Adolescent and School Health is listed as an others.

Does play2PREVENT Lab have an API?

No public API is recorded for play2PREVENT Lab.

What industry is play2PREVENT Lab in?

play2PREVENT Lab's product category is Digital Health Serious Games. Its primary akta.pro industry code is MPAFAAAH, Serious Games & Simulation Studios (Training, Defense, Enterprise), with a secondary code of MPAFAAAI, Educational Games & Kids/Families Game Studios. Its SIC code is 8731.

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