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Caption
A screenshot from PlaySmart, a video game for teenagers that Dartmouth researchers developed to raise awareness of mental health and substance abuse. A clinical trial of 532 high school students aged 16-19 showed that, a year later, teens who played the game reported a reduction in depressive symptoms that matched or doubled the documented effectiveness of general school-based programs, such as classroom lessons or small, organized group conversations with teachers focused on depression and mental health.
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Lynn Fiellin/Dartmouth
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