play2PREVENT Lab
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.
- Company typePrivate
- Founded2009
- HeadquartersLebanon, United States
- Headcount1–10
- GTM typeB2B
- OfferingSoftware
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
Where play2PREVENT Lab is headquartered
LocationHeadquarters
- 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
- 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 offeringCore 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 profileNamed customers3 records
Segments3 records
Ideal customer profiles2 records
play2PREVENT Lab technology and API
TechnologyTechnology 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 signalPartnerships
Eight partnerships are on record, tiered core and minor.
- Young FuturescoreIn 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 PositivecoreIn 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)coreThe lab is housed within the Center for Technology and Behavioral Health at Dartmouth's Geisel School of Medicine, providing institutional infrastructure and research support.
- PlayblcorePlaybl 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 GamescoreSchell 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 GamescoreThe 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 ChangeminorGames for Change is a partner organization supporting the serious games field and providing professional networks for health game developers and researchers.
- School-Based Health AllianceminorSchool-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 assessmentEmerging 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
- Centers for Disease Control and Prevention - Division of Adolescent and School Health: 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.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat5 records
Key risks6 records
Key highlights7 records
Customer concentration
play2PREVENT Lab social profiles
Digital presenceplay2PREVENT Lab financial estimates
Financial estimateRevenue estimate
Valuation estimate
play2PREVENT Lab leadership team
Management profileNumber of profiles
Profiles4 records
play2PREVENT Lab funding detail
Funding detailFunding overview
Funding rounds1 record
Investors1 record
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play2PREVENT Lab M&A and investment
M&A and investmentM&A
Investments
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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.