Network addiction intervention method and system based on sand table game interaction data analysis

Through sandbox game interactive data analysis, data of Internet addiction patients are collected and processed, Internet addiction problems are analyzed and the degree is assessed, and intervention strategies are formulated and adjusted. This solves the problems of untimely feedback on treatment effects and mental health issues in existing technologies, and improves the effectiveness and sustainability of Internet addiction intervention.

CN120708818APending Publication Date: 2025-09-26LI SHOULONG PSYCHOLOGICAL SCI & TECH (QINGDAO) CO LTD
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Patent Information

Application Number
CN202410337913.6
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-03-22
Publication Date
2025-09-26

AI Technical Summary

Technical Problem

Existing sandplay games cannot provide timely feedback on treatment effects and patient behavior changes in Internet addiction intervention, resulting in reduced treatment effectiveness and may cause mental health problems due to high treatment pressure.

Method used

Through sandbox game interactive data analysis, data of Internet addiction patients are collected and processed, Internet addiction problems are analyzed and the degree is assessed, intervention strategies are formulated and adjusted, and personalized intervention plans are provided by combining virtual feedback and mental health assessment.

Benefits of technology

An internet addiction intervention system has been implemented through interactive data analysis of sandbox games in online games. The internet addiction intervention method and system has been implemented through data analysis of internet addiction patients, which has improved the effectiveness and sustainability of treatment, and enabled mental health problems to be discovered in a timely manner and treatment plans to be adjusted.

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Abstract

The invention relates to the technical field of network addiction intervention, in particular to a network addiction intervention method and system based on sand table game interaction data analysis. The method comprises the following steps: evaluating the network addiction degree of a patient according to analyzed network addiction specific problem data. And the virtual feedback unit performs virtual intervention treatment according to the formulated network addiction intervention strategy and the network addiction condition data of the network addiction patient, can provide a personalized intervention scheme based on the personal network addiction condition data of the patient, and analyzes the behavior pattern and the use habit of the patient. The virtual treatment can provide customized suggestions and guidance according to the needs of the patient, feedback information about network use behaviors of the patient can be provided for the patient in time through virtual feedback data of the patient, and the real-time performance can help the patient to better understand the behavior mode of the patient and adjust and improve the intervention treatment effect in time, so that the intervention treatment efficiency is improved. And the treatment effect is improved.
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Description

Technical Field

[0001] The present invention relates to the technical field of Internet addiction intervention, and in particular to an Internet addiction intervention method and system based on sandbox game interactive data analysis. Background Art

[0002] In real-world scenarios, with the development of the internet age, teenagers have become fascinated by the rich internet world and gradually developed internet addiction. For example, in the field of online games, as contemporary teenagers grow up, their curiosity about online games gradually turns into curiosity, causing teenagers with weak self-control to become internet addicts. Therefore, to prevent teenagers from becoming internet addicts, engineers have developed sandplay game psychotherapy tools. When using sandplay game psychotherapy tools to implement intervention strategies for internet addicts, the therapeutic effects of the intervention strategies and the patient's behavioral changes cannot be detected in a timely manner through the virtual environment, which reduces the therapeutic effect. At the same time, when using sandplay game psychotherapy tools to implement intervention strategies for internet addicts, in order to effectively reduce the degree of internet addiction in patients, the therapeutic effect of the intervention strategies is increased. Because internet addicts cannot withstand the pressure brought by the high therapeutic effect intervention strategies, internet addicts have serious mental health problems. To prevent the high therapeutic effect intervention strategies from causing serious mental health problems in internet addicts, we provide an internet addiction intervention method and system based on sandplay game interactive data analysis.

[0003] The mental health assessment module assesses the degree of impact on patients' mental health based on the adjusted Internet addiction intervention strategy. It can timely identify patients' mental health problems and adjust the treatment plan. Based on the assessment results, appropriate intervention measures can be selected to meet the specific needs of patients and improve the effectiveness and sustainability of treatment. Summary of the Invention

[0004] The purpose of the present invention is to provide an Internet addiction intervention method and system based on sandbox game interactive data analysis to solve the problems raised in the above background technology.

[0005] To achieve the above objectives, one of the objectives of the present invention is to provide an Internet addiction intervention method based on sandbox game interactive data analysis, comprising the following method steps:

[0006] S1. Using sandbox games to collect and process internet addiction data and mental health data from internet addicts, and then analyzing the processed internet addiction data to identify specific issues of internet addiction in the patients.

[0007] S2. Evaluate the degree of Internet addiction of patients based on the specific Internet addiction problem data analyzed in S1 and the processed Internet addiction data;

[0008] S3, formulating an Internet addiction intervention strategy based on the data collected in S1 and the Internet addiction degree data of the patients assessed in S2, and conducting virtual intervention treatment based on the formulated Internet addiction intervention strategy and the Internet addiction status data of the Internet-addicted patients to obtain virtual feedback data;

[0009] S4. Adjust the Internet addiction intervention strategy based on the virtual feedback data in S3, the data collected in S1, and the data on the degree of Internet addiction of the patient assessed in S2, and evaluate the degree of impact on the patient's mental health based on the adjusted Internet addiction intervention strategy. Then, adjust the patient's Internet addiction intervention strategy again based on the data on the degree of impact on the patient's mental health and the adjusted Internet addiction intervention strategy.

[0010] A second object of the present invention is to provide a system for implementing the above-mentioned method for intervening in internet addiction based on sandbox game interactive data analysis, comprising a collection and analysis unit, a degree assessment unit, an intervention strategy unit, and a virtual feedback unit;

[0011] The collecting and analyzing unit is used to collect and process internet addiction data and mental health data of internet addicts, and then analyze the processed internet addiction data to find out the specific problems of internet addiction of the internet addicts.

[0012] The degree assessment unit is used to receive the specific problem data of Internet addiction analyzed by the collection and analysis unit and the processed Internet addiction data to assess the degree of Internet addiction of the patient;

[0013] The intervention strategy unit is used to receive the data collected by the collection and analysis unit and the patient's Internet addiction degree data assessed by the degree assessment unit to formulate an Internet addiction intervention strategy;

[0014] The virtual feedback unit is used to receive the Internet addiction intervention strategy formulated in the intervention strategy unit and collect Internet addiction status data of Internet addiction patients in the analysis unit to perform virtual intervention treatment and obtain virtual feedback data.

[0015] As a further improvement of this technical solution, the collection and analysis unit includes a data collection module and an addiction analysis module;

[0016] The data collection module is used to collect Internet addiction data and mental health data of Internet patients, including gaming behavior, time spent, social interaction, and behavior trajectory data, and process the collected data;

[0017] The addiction analysis module is used to receive the Internet addiction data processed in the data collection module, and use the association analysis technology to analyze the specific Internet addiction problems of Internet addicts based on the processed Internet addiction data.

[0018] As a further improvement of this technical solution, the degree assessment unit includes an addiction assessment module and a mental health assessment module;

[0019] The addiction assessment module is used to receive the Internet addiction data processed in the data collection module and the Internet addiction specific problem data analyzed in the addiction analysis module, and use the addiction assessment algorithm to assess the patient's Internet addiction level based on the analyzed Internet addiction specific problem data. The assessed Internet addiction level is divided into mild, moderate and severe levels.

[0020] As a further improvement of the present technical solution, the intervention strategy unit is used to receive the data collected in the data collection module and the Internet addiction level data assessed in the addiction assessment module, and to formulate an Internet addiction intervention strategy based on the collected data and the assessed Internet addiction level data using learning strategy technology.

[0021] As a further improvement of the present technical solution, the virtual feedback unit is used to receive the Internet addiction intervention strategy formulated in the intervention strategy unit, and use virtual therapy to perform virtual intervention treatment based on the formulated Internet addiction intervention strategy and the Internet addiction status data of the Internet addict patient, obtain the patient's virtual feedback data, and transmit the virtual feedback data to the intervention strategy unit.

[0022] As a further improvement of the present technical solution, the intervention strategy unit receives the virtual feedback data from the virtual feedback unit, the data collected by the data collection module, and the Internet addiction degree level data assessed by the addiction assessment module, and uses a learning strategy technology to adjust the Internet addiction intervention strategy based on the virtual feedback data, the collected data, and the assessed Internet addiction degree level data;

[0023] The mental health assessment module is used to receive the internet addiction intervention strategy adjusted in the intervention strategy unit, and use a health assessment algorithm to assess the degree of impact on the patient's mental health based on the adjusted internet addiction intervention strategy, and the assessed degree of impact on the patient's mental health is classified as mild, moderate, or severe;

[0024] Health assessment algorithm formula:

[0025]

[0026] Among them, H represents the degree of impact on the patient's mental health, 1 refers to a constant, and also represents the maximum probability of the patient's mental health impact, x0+x1+x2+...+x nRefers to different Internet addiction parameters in the addiction model of the adjusted Internet addiction intervention strategy, y1 + y2 +... + y n Refers to data on different Internet addiction situations in the adjusted Internet addiction intervention strategy;

[0027] Then, the degree of impact on the patient's mental health is evaluated and compared with the set probability of Internet addiction. The specific situations include:

[0028] Situation ①: When 0 ≤ H ≤ 0.4, it is a mild impact on mental health;

[0029] Situation ②: When 0.4 < H ≤ 0.7, it is a moderate impact on mental health;

[0030] Situation ③: When 0.7 < H ≤ 1, it is a severe impact on mental health.

[0031] As a further improvement of this technical solution, the intervention strategy unit receives the data on the degree of impact on the patient's mental health in the mental health assessment module and the adjusted Internet addiction intervention strategy in the intervention strategy unit, and uses learning strategy technology to readjust the patient's Internet addiction intervention strategy based on the data on the degree of impact on the patient's mental health and the adjusted Internet addiction intervention strategy.

[0032] Compared with the prior art, the beneficial effects of the present invention are:

[0033] 1. In this Internet addiction intervention method and system based on sandplay game interaction data analysis, the virtual feedback unit conducts virtual intervention treatment based on the formulated Internet addiction intervention strategy and the Internet addiction situation data of Internet addiction patients. It can provide a personalized intervention plan based on the patient's individual Internet addiction situation data, and through analyzing the patient's behavior patterns and usage habits, the virtual treatment can provide customized suggestions and guidance according to the patient's needs. Then, through the patient's virtual feedback data, it can timely provide feedback information on the patient's Internet usage behavior to the patient. This real-time nature can help the patient better understand their behavior patterns and timely adjust and improve the intervention treatment effect, thus improving the treatment effect.

[0034] 2. In this Internet addiction intervention method and system based on sandplay game interaction data analysis, the mental health assessment module evaluates the degree of impact on the patient's mental health according to the adjusted Internet addiction intervention strategy, can timely detect the patient's mental health problems, and adjust the treatment plan. According to the evaluation results, appropriate intervention measures can be selected to meet the specific needs of the patient, improving the effectiveness and sustainability of the treatment. BRIEF DESCRIPTION OF THE DRAWINGS

[0035] [[ID=3o]] Figure 1 Is the overall step block diagram of the present invention;

[0036] Figure 2 It is an overall block diagram of the present invention;

[0037] Figure 3 This is a block diagram of the collection and analysis unit of the present invention;

[0038] Figure 4 This is a block diagram of the degree evaluation unit of the present invention.

[0039] The meaning of each number in the figure is:

[0040] 1. Collection and analysis unit; 11. Data collection module; 12. Addiction analysis module;

[0041] 2. Degree Assessment Unit; 21. Addiction Assessment Module; 22. Mental Health Assessment Module;

[0042] 3. Intervention strategy unit; 4. Virtual feedback unit. DETAILED DESCRIPTION

[0043] The following will clearly and completely describe the technical solutions in the embodiments of the present invention in conjunction with the accompanying drawings. Obviously, the described embodiments are only part of the embodiments of the present invention, not all of the embodiments. Based on the embodiments of the present invention, all other embodiments obtained by ordinary technicians in this field without making any creative efforts shall fall within the scope of protection of the present invention.

[0044] Example 1

[0045] See also Figure 1 As shown, one of the purposes of the present invention is to provide a method and system for intervening in Internet addiction based on sandbox game interactive data analysis, including the following method steps:

[0046] S1. Using sandbox games to collect and process internet addiction data and mental health data from internet addicts, and then analyzing the processed internet addiction data to identify specific issues of internet addiction in the patients.

[0047] S2. Evaluate the degree of Internet addiction of patients based on the specific Internet addiction problem data analyzed in S1 and the processed Internet addiction data;

[0048] S3, formulating an Internet addiction intervention strategy based on the data collected in S1 and the Internet addiction degree data of the patients assessed in S2, and conducting virtual intervention treatment based on the formulated Internet addiction intervention strategy and the Internet addiction status data of the Internet-addicted patients to obtain virtual feedback data;

[0049] S4. Adjust the Internet addiction intervention strategy based on the virtual feedback data in S3, the data collected in S1, and the data on the degree of Internet addiction of the patient assessed in S2, and evaluate the degree of impact on the patient's mental health based on the adjusted Internet addiction intervention strategy. Then, adjust the patient's Internet addiction intervention strategy again based on the data on the degree of impact on the patient's mental health and the adjusted Internet addiction intervention strategy.

[0050] The second object of the present invention is to provide a system for Internet addiction intervention based on sandbox game interactive data analysis, comprising a collection and analysis unit 1, a degree assessment unit 2, an intervention strategy unit 3, and a virtual feedback unit 4;

[0051] The collecting and analyzing unit 1 is used to collect and process the Internet addiction data and the mental health data of the Internet addict, and then analyze the processed Internet addiction data to find out the specific Internet addiction problems of the Internet addict.

[0052] The degree assessment unit 2 is used to receive the specific problem data of Internet addiction analyzed by the collection and analysis unit 1 and the processed Internet addiction data to assess the degree of Internet addiction of the patient;

[0053] The intervention strategy unit 3 is used to receive the data collected by the collection and analysis unit 1 and the patient's Internet addiction degree data assessed by the degree assessment unit 2 to formulate an Internet addiction intervention strategy;

[0054] The virtual feedback unit 4 is used to receive the Internet addiction intervention strategy formulated in the intervention strategy unit 3 and collect the Internet addiction status data of the Internet addiction patients in the analysis unit 1 to perform virtual intervention treatment and obtain virtual feedback data.

[0055] The collection and analysis unit 1 includes a data collection module 11 and an addiction analysis module 12;

[0056] The data collection module 11 is used to collect Internet addiction data and mental health data of Internet patients. The Internet addiction data collected include gaming behavior (including clicking, moving, selecting, selecting game content and focus), time spent (recording the time patients spend in sandbox games, including the length of each game and the distribution of game periods), social interaction (including verbal communication, emotional expression, cooperation and confrontation), and behavioral trajectory data (obtaining the patient's behavioral trajectory and decision-making process in the game), and processing the collected data. By processing the data, the deviation in the data can be reduced.

[0057] The addiction analysis module 12 is used to receive the internet addiction data processed by the data collection module 11 and analyze the specific internet addiction problems of the internet-addicted patient based on the processed internet addiction data using correlation analysis technology. When the length of time the patient spends in the sandplay game, the distribution of game time periods, social activities, the patient's behavioral trajectory in the game, and the decision-making process are obtained and analyzed, it is analyzed based on this data whether the patient is simply addicted to the sandplay game planning content or the social activities of the sandplay game. This can reveal the correlation between the patient's internet addiction behavior and other factors, discover the possible causes of internet addiction, and provide a basis for the subsequent formulation of internet addiction intervention strategies;

[0058] Implementation principle of association analysis technology:

[0059] Principle 1: First, obtain the processed Internet addiction data and convert the processed Internet addiction data into a format suitable for association rule mining;

[0060] Principle 2: Analyze the converted format data to find frequent item sets. Frequent item sets refer to sets of items that often appear together.

[0061] Principle 3: Generate possible association rules based on frequent item sets. Each association rule consists of a predecessor and a successor, describing the association between different Internet addiction behaviors. For example, the rule "A→B" means "when A occurs, B also frequently occurs."

[0062] Principle 4: Screen the generated association rules. The quality of the rules is usually measured by support, which indicates the frequency of occurrence of the rules. Frequent and relevant Internet addiction rules are screened out.

[0063] Principle 5: Explain the relevant Internet addiction rules, understand the correlation between different Internet addiction behaviors, and analyze the antecedents and successors of the rules to obtain specific problem information about the patient's Internet addiction behavior.

[0064] The degree assessment unit 2 includes an addiction assessment module 21 and a mental health assessment module 22;

[0065] The addiction assessment module 21 is used to receive the Internet addiction data processed by the data collection module 11 and the Internet addiction specific problem data analyzed by the addiction analysis module 12, and use the addiction assessment algorithm to assess the degree of Internet addiction of the patient based on the analyzed Internet addiction specific problem data. The assessed Internet addiction degree is divided into mild, moderate and severe levels. When the assessed Internet addiction degree is classified as mild Internet addiction, the treatment effect of the patient can be reduced in the subsequent process of formulating Internet addiction intervention strategies. When the assessed Internet addiction degree is classified as severe Internet addiction, the treatment effect of the patient can be aggravated in the subsequent process of formulating Internet addiction intervention strategies. At the same time, attention should also be paid to changes in the patient's mental health.

[0066] Addiction assessment algorithm implementation steps:

[0067] Step 1: First, use ensemble learning technology to train the addiction model based on the processed Internet addiction data;

[0068] Implementation principle of integrated learning technology:

[0069] Principle 1: Integrate the processed Internet addiction data into a dataset, and then divide the dataset into a training set and a test set;

[0070] Principle 2: Construct an addiction model based on the divided training set data and test set data. The constructed addiction model is used to train multiple base learners. Each base learner can use a different training data subset and feature set.

[0071] Principle 3: The trained base learners are then integrated to obtain the final addiction model.

[0072] Step 2: Addiction Assessment Algorithm Formula:

[0073] σ=1 / (1+e (-z) );

[0074] Here, σ(z) represents the assessed degree of internet addiction, 1 is a constant representing the maximum probability, e is an exponential function, and z is the sum of the characteristic data α of the specific internet addiction problem analyzed based on the input and the sum of the different parameters in the addiction model, β. This formula is used to assess the degree of internet addiction in patients. It can timely understand the changes in patients during treatment. By assessing the degree of internet addiction, timely adjustments and optimization of treatment plans can be made to improve treatment effectiveness.

[0075] The assessed degree of Internet addiction is then compared with the assumed probability of Internet addiction, including:

[0076] Case ①: When 0≤H≤0.4, it is a mild degree of Internet addiction;

[0077] Case ②: When 0.4 < H ≤ 0.7, it is a moderate degree of Internet addiction;

[0078] Case ③: When 0.7 < H ≤ 1, it is a severe degree of Internet addiction.

[0079] The intervention strategy unit 3 is used to receive the data collected by the data collection module 11 and the data of the Internet addiction degree level evaluated by the addiction assessment module 21, and use learning strategy technology to formulate Internet addiction intervention strategies based on the collected data and the evaluated Internet addiction degree level data, so as to more accurately understand the Internet addiction situation of each patient, and then formulate a more personalized intervention plan to meet the specific needs and situations of the patients;

[0080] Implementation principle of learning strategy technology:

[0081] Principle ①: First, obtain the collected data and the data of the evaluated Internet addiction degree level, and determine the specific goals of Internet addiction intervention, including reducing Internet use time, improving social relationships, and enhancing mental health level;

[0082] Principle ②: Develop a personalized intervention plan according to the characteristics and goals of the patient, including intervention methods, time arrangements, and intervention frequencies;

[0083] Principle ③: Then, continuously iterate according to the formulated intervention plan and the data of restricting Internet use time and cultivating a healthy lifestyle. When the set iterative effect is achieved, stop and formulate the final required Internet addiction intervention strategy.

[0084] The virtual feedback unit 4 is used to receive the Internet addiction intervention strategy formulated by the intervention strategy unit 3, and use virtual therapy to conduct virtual intervention treatment according to the formulated Internet addiction intervention strategy and the Internet addiction situation data of Internet addiction patients. When implementing the formulated Internet addiction intervention strategy for the patient in the virtual environment, if it is found that the formulated Internet addiction intervention strategy has an insignificant treatment effect on the patient, analyze whether the set Internet use time is too long or the game interaction behavior is relatively frequent, and obtain the virtual feedback data of the patient. The personalized intervention plan can be adjusted according to the patient's reactions and performances, and the treatment strategy can be fine-tuned to improve the pertinence and effect of the treatment, and then the virtual feedback data is transmitted into the intervention strategy unit 3;

[0085] Implementation steps of virtual therapy: Step 1: According to the formulated Internet addiction intervention strategy and the Internet addiction situation data of the patient, design and create a suitable virtual reality environment, which can simulate Internet addiction scenarios and the Internet use situations in the patient's daily life; Step 2: Personalize the virtual environment based on the patient's individual situation and intervention needs, including setting up internet usage scenarios, internet temptation items, and challenges to address internet addiction;

[0086] Step 3: Implement the established internet addiction intervention strategy in a virtual environment. This includes setting reminders, limiting internet use time, and guiding patients to find alternative activities, allowing them to experience and learn how to cope with the temptations of internet addiction in a virtual environment.

[0087] Step 4: Collect the patient's behavioral data and physiological information in the virtual environment in real time, as well as the changes that occur to the patient in the virtual environment and provide feedback.

[0088] The intervention strategy unit 3 receives the virtual feedback data from the virtual feedback unit 4, the data collected by the data collection module 11, and the Internet addiction degree level data assessed by the addiction assessment module 21, and uses the learning strategy technology to adjust the Internet addiction intervention strategy based on the virtual feedback data, the collected data, and the assessed Internet addiction degree level data, thereby timely identifying treatment defects or shortcomings and adjusting the intervention strategy, thereby improving the intervention effect and more effectively helping patients overcome Internet addiction problems;

[0089] Learning strategy technology implementation principle:

[0090] Principle ①: First, obtain the collected data and assessed Internet addiction level data and virtual feedback data, and determine the specific goals of Internet addiction intervention, including reducing Internet use time, improving social relationships, and enhancing mental health levels;

[0091] Principle ②: Develop a personalized intervention plan based on the patient's characteristics and goals, including intervention methods, timing, and frequency;

[0092] Principle ③: Then iterate continuously based on the formulated intervention plan and the data on limiting Internet usage time and cultivating a healthy lifestyle. When the set iterative effect is achieved, stop and adjust the final Internet addiction intervention strategy.

[0093] The mental health assessment module 22 is used to receive the adjusted internet addiction intervention strategy in the intervention strategy unit 3, and use the health assessment algorithm to assess the degree of impact of the adjusted internet addiction intervention strategy on the patient's mental health. The assessed degree of impact on the patient's mental health is divided into mild, moderate and severe. When the adjusted internet addiction intervention strategy has a significant control effect on the patient, but it is found that the patient has a moderate mental health impact when implementing the adjusted internet addiction intervention strategy, it means that the adjusted internet addiction intervention strategy has caused great psychological pressure on the patient, and the adjusted internet addiction intervention strategy is appropriately reduced in treatment effect.

[0094] Health assessment algorithm formula:

[0095]

[0096] Among them, H represents the degree of influence on the mental health of the evaluated patient. 1 refers to a constant, which also represents the maximum probability in the degree of influence on the mental health of the patient. x0 + x1 + x2 +... + x n refers to different Internet addiction parameters in the addiction model of the adjusted Internet addiction intervention strategy. y1 + y2 +... + y n refers to different Internet addiction situation data in the adjusted Internet addiction intervention strategy. This formula is used for the assessment of the degree of influence on the mental health of the patient. By assessing the degree of influence on the mental health of the patient, the mental health status of the patient can be accurately understood, and then appropriate measures and intervention programs can be taken to help the patient improve the mental state and enhance the self-regulation and mental stress resistance ability;

[0097] Then, the degree of influence on the mental health of the evaluated patient is compared with the set probability of Internet addiction. The specific situations include:

[0098] Situation ①: When 0 ≤ H ≤ 0.4, it is a mild mental health impact;

[0099] Situation ②: When 0.4 < H ≤ 0.7, it is a moderate mental health impact;

[0100] Situation ③: When 0.7 < H ≤ 1, it is a severe mental health impact.

[0101] The intervention strategy unit 3 receives the data of the degree of influence on the mental health of the evaluated patient in the mental health assessment module 22 and the adjusted Internet addiction intervention strategy in the intervention strategy unit 3, and uses the learning strategy technology to readjust the Internet addiction intervention strategy of the patient according to the data of the degree of influence on the mental health of the evaluated patient and the adjusted Internet addiction intervention strategy;

[0102] Implementation principle of learning strategy technology:

[0103] Principle ①: First, obtain the data of the degree of influence on the mental health of the evaluated patient and the adjusted Internet addiction intervention strategy, and determine the specific goals of Internet addiction intervention, including reducing Internet use time, improving social relationships, and enhancing mental health level;

[0104] Principle ②: Develop a personalized intervention plan according to the characteristics and goals of the patient, including intervention methods, time arrangements, and intervention frequencies;

[0105] Principle ③: Then iterate continuously based on the formulated intervention plan and the data on limiting Internet usage time and cultivating a healthy lifestyle. When the set iterative effect is achieved, stop and adjust the final Internet addiction intervention strategy.

[0106] Usage process:

[0107] The intervention strategy unit 3 adjusts the internet addiction intervention strategy based on the virtual feedback data in the virtual feedback unit 4, the data collected in the data collection module 11, and the internet addiction degree level data assessed in the addiction assessment module 21, and transmits the adjusted internet addiction intervention strategy to the mental health assessment module 22. The mental health assessment module 22 assesses the degree of impact on the patient's mental health based on the internet addiction intervention strategy adjusted in the intervention strategy unit 3, and transmits the assessed degree of impact on the patient's mental health to the intervention strategy unit 3. The intervention strategy unit 3 further adjusts the patient's internet addiction intervention strategy based on the data on the degree of impact on the patient's mental health assessed in the mental health assessment module 22 and the internet addiction intervention strategy adjusted in the intervention strategy unit 3.

[0108] The above shows and describes the basic principles, main features, and advantages of the present invention. Those skilled in the art should understand that the present invention is not limited to the above embodiments. The above embodiments and descriptions are merely preferred examples of the present invention and are not intended to limit the present invention. Various changes and improvements may be made to the present invention without departing from the spirit and scope of the present invention. Such changes and improvements fall within the scope of the present invention. The scope of protection claimed in the present invention is defined by the appended claims and their equivalents.

Claims

1. An internet addiction intervention method based on sandbox game interactive data analysis, characterized by: The method comprises the following steps: S1. Using sandbox games to collect and process internet addiction data and mental health data from internet addicts, and then analyzing the processed internet addiction data to identify specific issues of internet addiction in the patients. S2. Evaluate the degree of Internet addiction of patients based on the specific Internet addiction problem data analyzed in S1 and the processed Internet addiction data; S3, formulating an Internet addiction intervention strategy based on the data collected in S1 and the Internet addiction degree data of the patients assessed in S2, and conducting virtual intervention treatment based on the formulated Internet addiction intervention strategy and the Internet addiction status data of the Internet-addicted patients to obtain virtual feedback data; S4. Adjust the Internet addiction intervention strategy based on the virtual feedback data in S3, the data collected in S1, and the data on the degree of Internet addiction of the patient assessed in S2, and evaluate the degree of impact on the patient's mental health based on the adjusted Internet addiction intervention strategy. Then, adjust the patient's Internet addiction intervention strategy again based on the data on the degree of impact on the patient's mental health and the adjusted Internet addiction intervention strategy.

2. A system for implementing the internet addiction intervention method of sandbox game interactive data analysis as described in claim 1, characterized by: It includes collection and analysis unit (1), degree assessment unit (2), intervention strategy unit (3), and virtual feedback unit (4); The collection and analysis unit (1) is used to collect and process internet addiction data and mental health data of internet addicts, and then analyze the processed internet addiction data to find out the specific problems of internet addiction of the internet addicts. The degree assessment unit (2) is used to receive the specific problem data of Internet addiction analyzed by the collection and analysis unit (1) and the processed Internet addiction data to assess the degree of Internet addiction of the patient; The intervention strategy unit (3) is used to receive the data collected by the collection and analysis unit (1) and the patient's Internet addiction degree data assessed by the degree assessment unit (2) to formulate an Internet addiction intervention strategy; The virtual feedback unit (4) is used to receive the Internet addiction intervention strategy formulated in the intervention strategy unit (3) and collect Internet addiction status data of Internet addiction patients in the analysis unit (1) to perform virtual intervention treatment and obtain virtual feedback data.

3. The system for internet addiction intervention method based on sandbox game interactive data analysis according to claim 2, characterized in that: The collection and analysis unit (1) includes a data collection module (11) and an addiction analysis module (12); The data collection module (11) is used to collect Internet addiction data and mental health data of Internet patients, wherein the collected Internet addiction data include gaming behavior, time spent, social interaction, and behavior trajectory data, and process the collected data; The addiction analysis module (12) is used to receive the Internet addiction data processed in the data collection module (11), and analyze the specific Internet addiction problems of Internet addicts based on the processed Internet addiction data using a correlation analysis technique.

4. The system for internet addiction intervention method based on sandbox game interactive data analysis according to claim 3, characterized in that: The degree assessment unit (2) includes an addiction assessment module (21) and a mental health assessment module (22); The addiction assessment module (21) is used to receive the Internet addiction data processed by the data collection module (11) and the specific Internet addiction problem data analyzed by the addiction analysis module (12), and use an addiction assessment algorithm to evaluate the degree of Internet addiction of patients based on the analyzed specific Internet addiction problem data. The evaluated levels of Internet addiction degree are divided into mild, moderate and severe.

5. The system for internet addiction intervention method based on sandbox game interactive data analysis according to claim 4, characterized in that: The intervention strategy unit (3) is used to receive the data collected by the data collection module (11) and the data of the evaluated Internet addiction degree level in the addiction assessment module (21), and use learning strategy technology to formulate an Internet addiction intervention strategy based on the collected data and the data of the evaluated Internet addiction degree level.

6. The system for intervening in internet addiction by analyzing interactive sandbox game data according to claim 5, characterized in that: The virtual feedback unit (4) is used to receive the Internet addiction intervention strategy formulated by the intervention strategy unit (3), and use virtual therapy to conduct virtual intervention treatment based on the formulated Internet addiction intervention strategy and the Internet addiction situation data of Internet addiction patients, obtain the virtual feedback data of the patients, and transmit the virtual feedback data into the intervention strategy unit (3).

7. The system for intervening in internet addiction by analyzing interactive sandbox game data according to claim 6, characterized in that: The intervention strategy unit (3) receives the virtual feedback data in the virtual feedback unit (4), the data collected by the data collection module (11), and the data of the evaluated Internet addiction degree level in the addiction assessment module (21), and uses learning strategy technology to adjust the Internet addiction intervention strategy according to the virtual feedback data, the collected data, and the data of the evaluated Internet addiction degree level; The mental health assessment module (22) is used to receive the adjusted Internet addiction intervention strategy in the intervention strategy unit (3), and use a health assessment algorithm to evaluate the degree of impact on the mental health of patients based on the adjusted Internet addiction intervention strategy. The evaluated degree of impact on the mental health of patients is divided into mild, moderate and severe; Health assessment algorithm formula: Among them, H represents the degree of impact on the patient's mental health, 1 refers to a constant, and also represents the maximum probability of the patient's mental health impact, x0+x1+x2+...+x n Refers to the different Internet addiction parameters in the addiction model in the adjusted Internet addiction intervention strategy, y1+y2+...+y n Refers to the data of different Internet addiction conditions in the adjusted Internet addiction intervention strategy; Then, the evaluated degree of impact on the mental health of patients is compared with the set probability of Internet addiction. The specific situations include: Situation ①: When 0 ≤ H ≤ 0.4, it is a mild mental health impact; Situation ②: When 0.4 < H ≤ 0.7, it is a moderate mental health impact; Situation ③: When 0.7 < H ≤ 1, it is a severe mental health impact.

8. The system for intervening in internet addiction by analyzing interactive sandbox game data according to claim 7, characterized in that: The intervention strategy unit (3) receives the data of the evaluated degree of impact on the mental health of patients in the mental health assessment module (22) and the adjusted Internet addiction intervention strategy in the intervention strategy unit (3), and uses learning strategy technology to readjust the Internet addiction intervention strategy of the patients according to the data of the evaluated degree of impact on the mental health of patients and the adjusted Internet addiction intervention strategy.