Lynn Fiellin, MD, had heard it over and over from patients she was treating for addiction and other related conditions: “If only I knew as a kid what I know now.” So Fiellin decided to test that proposition. Could she find a way to effectively communicate adult lessons to children, and in doing so prevent them from ever facing addiction, sexually transmitted infections like HIV, or other negative health outcomes?
Meanwhile, at home, Fiellin was also trying to instill healthy behaviors and decision-making skills in her three children, who ranged in age from nine to 19 at the time. “They really gave me a very front row seat to all the stuff adolescents deal with, all the risks and struggles and decision-making,” she says.
Fiellin noticed that her children were enthralled by video games—so much so that it could be difficult to get them to come to dinner sometimes. “It was clearly so compelling, and it struck me that maybe this could be the vehicle to deliver that type of prevention intervention,” she says.
Now, Fiellin builds games to prevent those ‘what I wish I knew’ moments, leveraging the power of play to instill healthy behaviors in young people around the globe. And it’s working.
“There are enormous opportunities for learning through play,” says Fiellin, a professor in the departments of biomedical data science, medicine, and The Dartmouth Institute for Health Policy & Clinical Practice at the Geisel School of Medicine at Dartmouth. “It has the benefit of allowing kids to experiment, explore, test—you can’t necessarily test things in real life. So, play creates this environment for exploration and testing.”
Fiellin founded the play2PREVENT Lab when she was a faculty member at the Yale School of Medicine. Fiellin and the laboratory moved to Dartmouth in late 2023, with plans to expand her work, in affiliation and collaboration with the Center for Technology and Behavioral Health (CTBH) at Dartmouth.
Fiellin’s lab has had a decade long relationship with CTBH. “I’m thrilled to now be a part of the center, given the extensive opportunities for collaboration and partnerships with faculty who focus their work on technology and behavioral health as well as the larger Dartmouth community,” she says of officially joining Dartmouth and the center.
Beyond ‘Just Say No’ Education
Over the past 15 years, Fiellin and her team in the play2PREVENT Lab have developed, tested, and deployed five video games. Designed for adolescents and young adults, these games address a range of issues from opioid use, to sexual health, to mental well-being and resilience, and focus on risk prevention, skill-building, and social intelligence. The games are designed to mimic real life, with the many, complex pressures a young person would experience.
That means players aren’t just presented with a single, one-off scenario. Instead, with story-based role-playing games, a player must become a character and navigate a series of interconnected situations during which their decision-making affects other aspects of their trajectory in the game world.
One of the play2PREVENT Lab games, PlaySmart, addresses decision-making around opioid misuse and mental health.
In the game PlayTest, players navigate conversations and decisions about sexual health.