Chinese style image game chemotherapy healing card based on inhabitable hypnosis and use method of Chinese style image game chemotherapy healing card based on inhabitable hypnosis

By designing healing cards that integrate the theory of continuous life-giving hypnosis with Chinese natural imagery, the problems of abstract processes, cultural disconnect, and high prices of existing healing tools have been solved. This has improved the efficiency and accessibility of emotional expression, promoted daily emotional guidance and social interaction, broken the high-priced healing model, and made healing more accessible and health-oriented.

CN121891672APending Publication Date: 2026-04-21林兰
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Patent Information

Application Number
CN202511347662.0
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-09-19
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Existing healing tools suffer from abstract processes, cultural disconnect, limited application scenarios, and insufficient accessibility. They fail to achieve standardized processes, concrete emotional representation, low-barrier application scenarios, and affordable prices, resulting in healing models only intervening at high prices when suffering is severe, making it difficult for ordinary people to manage their emotions in daily life.

Method used

Design a healing card system that integrates the theory of continuous life in hypnosis with Chinese natural imagery. It adopts a 7-step card system, combined with a gamified process, and includes 7 types of functional cards and an emotion-imagery mapping library. It is suitable for use in board games, covering single-person self-dialogue and multi-person interactive scenarios, and provides a portable and low-cost universal solution.

Benefits of technology

It has improved the efficiency of emotional expression, enhanced cultural adaptability, and broadened the adaptability to different scenarios, lowered the threshold for healing, enabled ordinary people to conduct emotional guidance and social interaction in their daily lives, broken down the barriers of high-priced healing, and promoted the normalization of healing and mental well-being.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a Chinese style image game chemotherapy healing card based on inhabitation hypnosis and a use method, and relates to the technical field of psychotherapy healing tools. The curing card initially contains 55 7 types of function cards (reserved version iteration expansion space), the size of a single card is 60mm * 97mm (adaptive to handheld and board game interaction), the cards respectively correspond to 7 steps of life-inhabitation hypnosis and are matched with exclusive dominant tones, Chinese style natural image patterns corresponding to 30 types of emotions are arranged on the cards, and the Chinese style natural image patterns correspond to 30 types of emotions. A Chinese-style coiled cloth bag (designed according to the size of a 60mm * 97mm card and reserved capacity expansion allowance) and a simple board game instruction book are matched; the using method comprises the five steps of ice breaking, emotion positioning, emotion interpretation, emotion conversion and effect landing and is suitable for single-person, double-person and multi-person scenes, and the core process can be compatible with newly-added cards of subsequent versions. According to the method, through step-color-image three-dimensional corresponding logic, the mode of high-price healing after serious pain is broken through, a user can conduct self-dredging or interactive healing through cards daily, healing is converted into a psychological health preserving mode, the method has the advantages of professionality, culture adaptability, universality and iteration flexibility, and the method is suitable for popularization and application. Tests show that the emotional expression time of a small white case owner can be shortened from 30 minutes to 10 minutes, and the participation rate of family members is increased to 90%.
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Description

Technical Field

[0001] This invention relates to the field of psychological healing tools, specifically to a healing card and its usage method that integrates the theory of continuous life in hypnosis, Chinese natural imagery, and gamified processes, and can be popularized as an everyday board game. Background Technology

[0002] In the current practice of life-giving hypnotherapy, in addition to the five major pain points of "difficulty in connecting with the subconscious, slow emotional positioning, role barriers, lack of tools, and lack of playful energy", there is also a core dilemma in the industry: current healing models mostly focus on "high-priced intervention when the pain is severe", and ordinary people only seek help after their psychological problems have worsened due to "high prices and serious scenarios", neglecting daily emotional guidance and forming a passive situation of "healing only when the illness is serious"; moreover, existing tools lack "board game-like" design, cannot be integrated into daily social and family interactions, and are difficult to achieve "healing as a daily routine and health maintenance". Existing healing tools either focus only on theory and abstract processes, lack cultural adaptability (mostly Western symbols), or lack gamification and universal design, failing to simultaneously meet the needs of "standardized processes, concrete emotions, low-threshold scenarios, and affordable prices." There is an urgent need for a healing tool that can break the high-priced, painful healing model and be popularized as an everyday board game. Summary of the Invention

[0003] 1. Technical problems to be solved Overcoming the shortcomings of existing healing tools such as "abstract processes, cultural disconnect, limited scenarios, and insufficient accessibility," this invention provides a healing card and its usage method that achieves "1:1 alignment of the 7 steps of continuous hypnosis with a concrete carrier, Chinese imagery to convey emotions, gamification to lower the threshold, and board game-like accessibility to daily life." This breaks the pattern of "high-priced healing only for severe suffering" and makes healing a daily way of mental well-being. 2. Technical Solution Card system design: The seven steps of the "Life-Generating Hypnosis" method (opening the coach field, positive intention, obstacles, resources, integration and transformation, bringing back to reality, and daily practice) are broken down and seven types of functional cards are designed accordingly. Each type of card is matched with a unique color (e.g., cyan for positive intention cards and blue for obstacles cards), forming a three-dimensional correspondence of "steps - colors - cards". Establish a mapping library of "30 emotions - Chinese natural images" (such as "defense" corresponding to a cactus, "shame" corresponding to a mimosa, and "conflict" corresponding to a half-withered lotus), and visualize the images on the corresponding function cards. The card size and material are suitable for board game use (300g coated paper with a matte film, wear-resistant and easy to clean). Add resource cards (such as the ocean, forest, and deer) and transformation cards (such as acceptance and permission, and reclaiming power) to form a complete system of 54 cards, which can be played independently as a board game for multiplayer interaction. How to use gamification (tabletop game-like) techniques: The process includes five steps: "icebreaking, card selection, interpretation, transformation, and implementation," and is suitable for scenarios such as "single-person self-dialogue, two-person interaction, and multi-person board games." 1) Icebreaking: In multiplayer scenarios, board games such as "drawing cards to guess emotions" and "emotional story relay" are used to avoid conflict between healing roles and enhance the fun. 2) Card Selection: In single-player scenarios, players can draw cards to engage in self-dialogue; in multi-player scenarios, players can share emotions through "card drawing in turn". 3) Interpretation: Combining card imagery with relatable guiding phrases (such as the conversion card "Welcome, I see you"), basic emotional interpretation can be completed without a professional background; 4) Transformation: Utilize resource cards and transformation cards to integrate emotions through "card combinations," such as using an "anxiety card + ocean card" combination to alleviate emotions; 5) Implementation: Create simple daily plans (such as "5-minute breathing exercises") using "bring back to reality cards" that can be executed without professional guidance, thus solidifying the healing effects. 3. Beneficial effects 1) Professionalism: The card system is precisely aligned with the 7 steps of the Life-Giving Hypnosis, improving the efficiency of healing (after 40+ case tests, the emotional expression time of novice clients was shortened from 30 minutes to 10 minutes). 2) Cultural compatibility: Chinese imagery reduces cultural barriers and enhances emotional resonance; 3) Scenario adaptability: Covering scenarios such as "individual healing, family interaction, self-healing, and multiplayer board games," the gamified process increases family participation from 30% to 90%. 4) Portability and accessibility: The card format makes it easy to carry around in daily life, with low cost per set and reusability, breaking down the barrier of "high-priced therapy" and making it easily accessible to the general public; 5) Social value: Breaking the pattern of "healing only when the pain is severe": Allowing users to self-regulate or heal through playing with family and friends when experiencing minor emotional distress in daily life, thus preventing problems from escalating; Promoting the normalization of healing: Transforming healing into a form of "mental wellness" and making it as popular as daily exercise, thereby reducing the public's misconception that "healing = illness"; Promote social connection: Multiplayer board games can be played at family gatherings and social events with friends, allowing for emotional release and improving the quality of social interaction. Detailed Implementation For example, consider the scenario of "a family gathering playing board games (3 people, 1 of whom is slightly fatigued)": 1) Open the coach space: Everyone draws 1 "space card" (meditation imagery), spends 1 minute calming down, and starts the board game mode; 2) Positive Intentions: Each person draws one positive intention card (such as "relax" or "pleasure") and shares the emotional state they hope to achieve at the moment. Those who are tired draw the "relaxed" positive intention card (with the image of a lily and the color blue). 3) Obstacle identification: Draw obstacle cards in turn. The tired person draws the "tired" obstacle card (image of white orchid, blue) and shares "I have been busy with work lately and often feel tired". Other members also draw the corresponding card and share their small emotions without pressure. 4) Resource Utilization: The tired person chose the "Grassland" resource card (orange). Combined with the guiding words "Imagine lying on the grass and sunbathing", multiple people imagined the scene of him relaxing on the grass, allowing the scene to gradually overlap and become more concrete. At the same time, each person shared "the scene they like to relax", forming a resource resonance. 5) Integration and Transformation: Draw the "Acceptance and Allowance" transformation card (purple). The tired person says, "So being tired is my body reminding me to rest," thus completing emotional acceptance. 6) Bring Back to Reality: Use the "Bring Back to Reality Card" (yellow) to create a family plan for a weekend picnic in the park, while also setting an individual goal of soaking feet for 10 minutes every night; 7) Daily Practice: Each person records their "relaxation actions" for the day using the "Daily Practice Card" (green), and shares their feedback at the next gathering to form a daily health habit. Attached Figure Description Figure 1 It is a single sheet showing the front and back views. Figure 2 It is a diagram of 7 types of functional cards. Figure 3 There are 16 obstacle cards (gray and blue). Figure 4 There are 14 resource cards (Warm Orange). Figure 5 There are 6 conversion cards (purple), 2 landing cards (yellow), and 6 practice cards (green), totaling 55 cards initially, with 10 or more reserved. Figure 6 It uses a flowchart diagram. Figure 7 This is a diagram illustrating usage scenarios. Figure 8 This is a diagram showing how to stack and organize cards.

Claims

1. A healing card game based on the Chinese imagery of continuous life hypnosis, characterized by: It includes 7 types of functional cards, each corresponding to the 7 steps of the Life-Generating Hypnosis (opening the coach field, positive intention, obstacles, resources, integration and transformation, bringing back to reality, and daily practice), and each type of functional card is matched with a unique main color. Each type of functional card features a Chinese natural image pattern, which is associated with 30 emotions, forming an "emotion-Chinese natural image" mapping library. For example, the emotion "defense" corresponds to the cactus image, the emotion "shame" corresponds to the mimosa image, the emotion "conflict" corresponds to the half-withered lotus image, and the emotion "fatigue" corresponds to the magnolia image. Each type of functional card also features calligraphy in running script and a circular seal engraving. The calligraphy in running script is a descriptive text for the corresponding emotion or function, and the circular seal engraving contains the word "empty valley," has a diameter of 6-10mm, and is located in the corner of the card. The functional cards are made of 300g coated paper with a matte film. Each card measures 60mm x 97mm and has rounded corners with a radius of 3mm (suitable for handheld gripping and stacking in board games, improving ease of use). The initial configuration of the 7 functional cards is 55 cards in total, including 1 field card, 10 positive intention cards, 16 obstacle cards, 14 resource cards, 6 transformation and integration cards, 2 reality implementation cards, and 6 daily practice cards (space reserved for version iteration expansion, and the number of cards can be increased according to needs in the future). It can be used independently as a board game for multiplayer interaction.

2. The Chinese-style imagery game healing card based on the concept of continuous life hypnosis as described in claim 1, characterized in that: The correspondence between the exclusive main color and the function cards is as follows: positive intention cards are light cyan ink base with light cyan shading, obstacle cards are gray-blue ink base with light blue brushstrokes, resource cards are warm orange ink base with light yellow gradient, transformation and integration cards are purple-gray ink base with light purple accents, reality landing cards are yellow ink base with bright yellow embellishments, daily practice cards are green ink base with light green shading, and field cards are pink ink base with brown outlines.

3. The Chinese-style imagery game healing card based on the concept of continuous life hypnosis as described in claim 1, characterized in that: It also includes a matching Chinese-style button-down cloth bag for storing cards (a third-party commercially available product, the structure, material, and pattern design of which are not within the scope of protection of this invention) and a simple board game instruction manual designed by this invention. The Chinese-style button-down cloth bag is made of cotton and linen, and the internal size of the bag is designed according to the initial configuration of 60mm×97mm for a single card and 55 cards, with room for expansion so that it can still accommodate the increased number of cards in subsequent version iterations. The simple board game instruction manual marks the gameplay process for three usage scenarios: "single-player self-dialogue, two-player interaction, and multiplayer board game".

4. A gamified method for using the healing cards as described in claim 1, characterized in that: Includes the following steps: S1: Icebreaking Interaction: In multi-person scenarios, interactive meditation can be initiated through "breathing meditation" or "simple body movements". In single-person scenarios, one can directly select one field card to meditate for 1-3 minutes. S2: Emotional Positioning: Draw the corresponding function card based on the current emotional state. Specifically: draw the positive intention card when there is a positive emotional need, and draw the obstacle card when there is a negative emotional need. You can first select the positive intention card, then identify what obstacles will appear to complete the positive intention, and then select the obstacle card. The whole process can combine card selection, blind drawing, and card flipping, and you can choose single or multiple cards. 5.S3: Emotion Interpretation: Combining the Chinese natural imagery and running script calligraphy on the cards, complete the identification and expression of emotions without the need for a professional healing background; S4: Emotional Transformation: Draw resource cards and transformation integration cards, and complete emotional integration through the combination of "positive intention cards + obstacle cards + resource cards + transformation integration cards"; S5: Effective Implementation: Draw real-world implementation cards to create daily action plans, and draw daily practice cards to record emotional feedback, forming a healing loop; when adding new cards in subsequent version iterations, the combination logic and usage scenarios of the new cards can be added to the steps without adjusting the core process framework.

6. The gamification method according to claim 4, characterized in that: In step S4, the combination of "positive intent card + obstacle card + resource card + conversion integration card" can be arbitrarily matched according to the user's current feeling each time. The overall integration and conversion can be achieved through guided prompts.

7. The gamification method according to claim 4, characterized in that: In step S5, the daily action plan consists of simple actions that take 5-15 minutes, such as "sitting quietly," "exercising," and "gratitude journaling." The emotional feedback is recorded once a day. Users can also add action types based on their current feelings to enrich the plan options.