Evidence map›Paper›PMID 42606863›Full record

Trial reportJAMA network open2026

A Digital Behavioral Health Game for Adolescent Mental Health: A Prespecified Secondary Analysis of a Randomized Clinical Trial.

Caroline M Barry, Tyra Boomer, Katie Haile, Haiyi Xie, Lynn E Fiellin

Registry-linked trialAbstract readMulticenter StudyRandomized Controlled Trial
In one paragraph

Trial report in JAMA network open, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT04941950 (A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers), which is not on this map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT04941950 nacompletednot on this map

A Digital Intervention to Prevent the Initiation of Opioid Misuse in Adolescents in School-based Health Centers (Randomized Controlled Trial)

TypeinterventionalSponsorTyra BoomerRan2021 to 2025Enrolled533ConditionsOpioid MisuseArmsPlaySmart, Video Game Control
3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Caroline M Barryplay2PREVENT Lab, Geisel School of Medicine, Dartmouth College, Hanover, New Hampshire.
Tyra Boomerplay2PREVENT Lab, Geisel School of Medicine, Dartmouth College, Hanover, New Hampshire.
Katie Haileplay2PREVENT Lab, Geisel School of Medicine, Dartmouth College, Hanover, New Hampshire.
Haiyi XieCenter for Technology and Behavioral Health, Geisel School of Medicine at Dartmouth, Hanover, New Hampshire.
Lynn E Fiellinplay2PREVENT Lab, Geisel School of Medicine, Dartmouth College, Hanover, New Hampshire.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Importance: Adolescent depression and anxiety are common and impairing conditions. Scalable, engaging digital interventions offer a low-burden strategy to support youth mental health. Objective: To evaluate the association of a codesigned digital behavioral health game for adolescents with depressive and anxiety symptoms during 12 months of follow-up and to explore the association with psychosocial outcomes. Design, Setting, and Participants: This prespecified secondary analysis of a randomized clinical trial included assessments from baseline through 12 months. Eligible adolescents from 15 school-based health programs in Connecticut were 16 to 19 years of age and reported past 30-day use of alcohol, cannabis, vaping, or other nonopioid substances or elevated depression and/or anxiety symptoms. Participants were enrolled between October 21, 2021, and February 27, 2024; data analyses were completed on November 12, 2025. Intervention: Participants were randomized 1:1 to a digital game of approximately 300 minutes delivered during 6 weeks or to an attention-matched active control. Main Outcomes and Measures: Prespecified secondary outcomes included depressive (8-item Patient Health Questionnaire [PHQ-8]) and anxiety (7-item Generalized Anxiety Disorder [GAD-7]) symptoms. Psychosocial outcomes included beliefs about psychological services (BAPS), help-seeking intentions, and emotion regulation. Linear mixed models with participant-level random intercepts tested group, time, and group-by-time effects. Moderation by baseline characteristics and exploratory mediation of PHQ-8 scores via BAPS were examined. Results: Among 532 participants, 269 were randomized to the intervention and 263 to the control condition; 284 (53.4%) were male, with a mean (SD) age of 16.6 (0.7) years. A group-by-time interaction was observed for PHQ-8 scores (F3,1308 = 2.93; P = .03). At 12 months, adjusted mean PHQ-8 scores were 5.30 (95% CI, 4.74-5.86) in the intervention group and 6.42 (95% CI, 5.86-6.98) in the control group (adjusted difference, -1.12 [95% CI, -1.85 to -0.38] points), with no association detected for GAD-7. At 6 weeks, intervention participants reported higher BAPS scores (adjusted difference, 0.03 [95% CI, 0.01-0.05]). Exploratory mediation showed that early BAPS improvements were associated with PHQ-8 score reductions at 6 months. No associations with remaining outcomes or moderation were observed. Conclusions and Relevance: In this prespecified secondary analysis of a randomized clinical trial, the intervention was associated with modest, sustained reductions in depressive symptoms during 12 months of follow-up. Early improvements in BAPS showed associations consistent with mediation of short-term depressive symptom reductions. Digital games may support adolescent mental health at scale. Trial Registration: ClinicalTrials.gov Identifier: NCT04941950.

Indexed as

AnxietyDepressionVideo GamesAdolescentConnecticutDigital HealthDigital MediaFemaleHumansMaleMental HealthYoung Adult

Identifiers

PMID42606863
PMCPMC13483181

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Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.