Youth co-design:
Yes, the process has included youth advisory boards, usability testing with the target age group, and multiple rounds of feedback incorporated between design cycles. PlaySmart, for example, was developed through rigorous formative work with direct input from adolescents, alongside game development and research partners. The new Play

Playbl

Playbl offers evidence-based, game-based digital programs for youth behavioral health. SmokeScreen (grades 5–9) prevents vaping; PlaySmart (grades 9–12) addresses opioid misuse and mental health. ReFresh and ReMind are Tier 2 alternative-to-suspension courses for students caught vaping nicotine or THC. Programs include parent editions and are backed by NIH/FDA funding, peer-reviewed research, and SAMHSA recognition.
Product Information
  • Student mental health focus areas: Develop life and character-building skills, Promote Social and School Connectedness, Equip Staff and Students to Recognize and Respond to Distress, Ensure Student Access to Effective Mental Health Treatment
  • Product category: Curriculum/lessons, Self-guided activities
  • Tiers of intervention: Tier 1, Tier 2
  • Grade levels: 5th grade, 6th grade, 7th grade, 8th grade, 9th grade, 10th grade, 11th grade, 12th grade
  • End user(s): Administrators, Clinical Team, Parents, Students, Teachers
  • District experience: 1,000-5,000 students, 5,001-20,000 students, 20,001-50,000 students, 50,001-100,000 students
  • Free version available?: Only paid versions of the product are available.
Impact
  • Intended outcomes: PlaySmart targets increased perception of risk of harm from opioid misuse and promotes mental health, including help seeking behaviors, in adolescents ages 16–19, while building critical social-emotional learning (SEL) competencies. Secondary outcomes include improved intentions, self-efficacy, attitudes, knowledge, and perceived norms around opioid misuse, alongside measures of depression and mental health.
  • Demonstrated outcomes: A trial published in Nature Health randomized 532 adolescents aged 16–19, all high-risk for opioid misuse, across 15 high schools. Immediately after gameplay at 6 weeks, PlaySmart participants showed a statistically significant increase in perceived risk of harm (26% vs. 18%, P=0.047). PlaySmart participants demonstrated significant knowledge gains that persisted to 3 months (2.1-point gain vs. 0.1 in controls; P<0.001), and significant improvements in negative expectancies about opioid misuse
Privacy & Safety
  • Privacy & security: Playbl is COPPA compliant because they do not collect any personal information from children. They fully support the efforts of any school they work with to comply with FERPA.
  • Crisis protocols: Playbl does not collect any personal information from students.

Data provided to school/district

Real-time progress reporting and pre/post assessment data

Accessibility
  • Web accessibility: no change to existing profile
  • Language accessibility: Spanish
Youth co-design:
Yes, the process has included youth advisory boards, usability testing with the target age group, and multiple rounds of feedback incorporated between design cycles. PlaySmart, for example, was developed through rigorous formative work with direct input from adolescents, alongside game development and research partners. The new Play

Note

All information was provided by the company in June 2025. We encourage you to ask for up-to-date information as well as any additional information needed, when considering products.  

Technology required
Tiers of intervention