Game interactive digital cognitive behavior therapy depression intervention system and method

By designing a depression intervention system with interactive digital cognitive behavioral therapy in gaming, the problems of boredom and dissatisfaction with personalized needs in the existing system are solved, and higher therapeutic participation and effectiveness are achieved.

CN120048441APending Publication Date: 2025-05-27BEIJING 杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨杨
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Patent Information

Application Number
CN202411898531.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-12-23
Publication Date
2025-05-27

AI Technical Summary

Technical Problem

The existing computerized cognitive behavioral treatment system has boring problems in depression intervention and fails to fully consider the patient's personalized needs, resulting in large differences in treatment effects.

Method used

A depression intervention system with interactive digital cognitive behavior therapy in game was designed. Through the login module, mainline module, NPC module, role selection module and risk warning module, personalized task level module and training tasks are provided to enhance the user's sense of participation and immersion.

Benefits of technology

Through gamified design and personalized intervention, the treatment participation and effectiveness of patients with depression are improved, the psychological burden during the treatment process is reduced, and the user's treatment motivation is enhanced.

✦ Generated by Eureka AI based on patent content.

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Abstract

The invention discloses a depression intervention system and method based on game interactive digital cognitive behavior therapy. The depression intervention system comprises a login module used for new user registration and system login; the main line module is connected with the login module and comprises a plurality of task level modules which are distributed progressively based on complete story logic; the NPC module comprises an out-of-office NPC and a plurality of in-office NPCs, and the out-of-office NPC is connected with each task level module so as to interact with the user before and after the task starts; the plurality of intra-office NPCs are respectively arranged in different task level modules so as to interact with users in tasks; the role selection module is used for the user to select a proper virtual image for intervention training; and the risk early warning module is connected with the main line module and is used for early warning analysis and starting a training termination program or a training continuation program according to an early warning analysis result. According to the invention, the depression symptom can be improved, the treatment interestingness and achievement sense can be increased, and the depression treatment means can be enriched.
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Description

Technical Field

[0001] The invention relates to a depression intervention system of game interactive digital cognitive behavior therapy, and also relates to a corresponding depression intervention method, belonging to the technical field of cognitive training. Background Art

[0002] In recent years, some researchers have designed a computerized cognitive-behavioral therapy (CCBT) system for depression based on the principles of cognitive behavioral therapy, attempting to solve the difficulties encountered in psychotherapy, make psychotherapy more convenient, and allow more people to receive effective help. The feasibility and effectiveness of CCBT have been confirmed by many studies, but researchers are generally eager to prove the feasibility and effectiveness of the treatment program, and some issues related to CCBT treatment have been ignored, which to some extent hinders the clinical application and promotion of this new treatment method.

[0003] At present, the product form of the existing technology is basically a course teaching style. Patients need to learn knowledge and complete corresponding tasks in a classroom-like environment. The entire learning course is very boring, which makes it difficult for patients to persist in completing the study. In addition, there are large differences in the effectiveness of CCBT for depression. The reason for this difference may be largely due to the fact that CCBT fails to take into account the needs of patients. The existing CCBT is just a stereotyped learning tool for patients. It is not patient-centered. It is based on personal characteristics or culture and preferences. The core problem is that it does not provide personalized treatment for patients. In addition. Computerized cognitive behavioral therapy products are emerging in the market, but it is worth noting that most of the uses of these products are not medical grade. In the process of design and development, most of them are based on psychological counseling, and less from the perspective of actual clinicians. They are more of an auxiliary tool to help users improve their mood and relieve stress, etc., and cannot replace professional medical treatment. Summary of the invention

[0004] The primary technical problem to be solved by the present invention is to provide a depression intervention system of game interactive digital cognitive behavioral therapy.

[0005] Another technical problem to be solved by the present invention is to provide a depression intervention method of game interactive digital cognitive behavioral therapy.

[0006] In order to achieve the above technical objectives, the present invention adopts the following technical solutions:

[0007] According to a first aspect of an embodiment of the present invention, a depression intervention system of game interactive digital cognitive behavioral therapy is provided, comprising:

[0008] Login module, used for new user registration and system login;

[0009] The main line module includes a plurality of task level modules, which are progressively distributed on the main interface of the system based on the complete story logic; wherein each task level module corresponds to a story stage and is preset with a training task for intervention in depression, so that the user can conduct progressive depression intervention training;

[0010] The NPC module includes an off-game NPC and multiple on-game NPCs; wherein the off-game NPC is connected to each of the mission level modules to interact with the user in the first-person perspective before and after the mission based on the complete story logic; the multiple on-game NPCs are respectively arranged in different mission level modules to interact with the user in the third-person perspective during the mission based on the story stage corresponding to each of the mission level modules;

[0011] A role selection module, which is preset with a variety of virtual images and connected to the main line module, so that the user can select a suitable virtual image according to personal preferences and enter any of the task level modules to conduct depression intervention training;

[0012] The risk warning module is connected to the main line module to receive the user portrait report of each task level module, and perform warning analysis based on all user portrait reports up to the current task level module, thereby starting the training termination procedure or the training continuation procedure based on the warning analysis results.

[0013] Preferably, the mission level module at least includes:

[0014] A storage unit storing preset mainline content, training tasks and other interactive related content; wherein each of the task level modules corresponds to different mainline content, training tasks and other interactive related content;

[0015] A display unit connected to the storage unit to display the main content, training tasks and other interactive related content in a visual or auditory manner;

[0016] An interaction unit connected to the display unit for interaction by touch and click;

[0017] An observation unit, connected to the interaction unit, to collect interaction information of the user during the interaction process;

[0018] An evaluation unit is connected to the observation unit to obtain the interaction information and generate a user portrait report.

[0019] Preferably, the training task at least includes:

[0020] Research-based training tasks are used to collect user information through research; wherein each of the task level modules corresponds to a different form of research-based training tasks;

[0021] Game-based training tasks are used to conduct intervention training on users through games; wherein each of the task level modules is designed based on different cognitive abilities to form the game-based training tasks, so as to improve the user's depressive symptoms from different cognitive levels;

[0022] A meditation training task is used to perform mindfulness meditation through a preset video to achieve a preset goal; wherein each of the task level modules corresponds to a different preset video;

[0023] For other training tasks, a variety of mood-related self-help tools are preset to help users activate various behaviors according to different self-help tools, so as to make changes at the behavioral level; among them, the self-help tools corresponding to each of the task level modules are the same.

[0024] Preferably, the plurality of mission level modules at least include:

[0025] It is hoped to introduce a module, whereby the external NPC introduces the user to the overall world view of the complete story logic before the task begins, so that the user can enter the game world; and during the task, the internal NPC guides the user to complete the game-style training task based on attention control and the meditation training task of controlling breathing in sequence, so as to complete the main line guidance; and after the task is completed, the external NPC guides the user to adjust the negative attention bias problem again;

[0026] A behavior activation module, in which the external NPC guides the user to complete training tasks before the task begins so that the internal NPC can restore the memory; and in the task, the internal NPC guides the user to complete the game-style training tasks based on behavior activation and the meditation training tasks of progressive breathing in sequence to complete the main line guidance; and after the task is completed, the external NPC guides the user to activate the yearning for life and beauty again;

[0027] The emotion recognition module guides the user to help the in-game NPC who has lost his or her emotions to connect with his or her own feelings before the task begins, through the NPC outside the game; and guides the user to complete the game-style training task based on emotion recognition and the meditation training task of being aware of emotions in sequence during the task, so as to complete the main line guidance, and guides the user to be aware of his or her own emotions again through the NPC outside the game after the task ends;

[0028] The emotion management module guides the user to help the NPC in the game to defeat the monster that visualizes bad emotions before the task begins. The NPC in the game guides the user to complete the game-style training task based on emotion management and the meditation training task of emotion acceptance in sequence during the task to complete the main line guidance. The NPC in the game guides the user to learn and experience emotion acceptance based on emotion perception after the task is completed.

[0029] The unhelpful thought identification module guides the user to help the in-game NPC to purify the forest before the task begins through the NPC outside the game; and guides the user to complete the game-style training task based on cognitive distortion identification and the meditation training task of being aware of one's own thoughts in sequence through the NPC inside the game during the task, so as to complete the main line guidance; and guides the user to observe thoughts again through the NPC outside the game after the task is completed;

[0030] Active confrontation module, before the task starts, the NPC outside the game guides the user to help the NPC inside the game defeat the monster that is good at creating scenes containing distorted thoughts; and during the task, the NPC inside the game guides the user to complete the game-style training task based on identifying erroneous automatic thoughts and the meditation training task of letting go of useless thoughts in sequence, so as to complete the main line guidance; and after the task is completed, the NPC outside the game guides the user to get rid of the influence of thoughts again;

[0031] The positive experience module guides the user to awaken the sacred tree that represents awakening his positive thinking before the task begins through the NPC outside the game; and guides the user to complete the game-style training tasks based on increasing positive experience and the meditation training tasks of gratitude and self-growth in sequence during the task, so as to complete the main line guidance through the NPC inside the game; and guides the user to self-acceptance and gratitude again after the task is completed through the NPC outside the game;

[0032] The communication learning module guides the user to help the NPC in the game to change the outcome of the event before the task begins. The NPC in the game guides the user to complete the game-style training task of looking at irrational beliefs in communication from a third-party perspective and the meditation training task of improving interpersonal relationships in the task to complete the main line guidance. The NPC in the game guides the user to be aware of emotions in communication and accept his or her own feelings after the task is completed.

[0033] The communication practice module guides the user to continue to help the NPC in the game to change the outcome of the event before the task begins. The NPC in the game guides the user to complete the game-style training task of looking at irrational beliefs in communication from a third-party perspective and the meditation training task of coping with interpersonal conflicts in the task, so as to complete the main line guidance. The NPC outside the game guides the user to realize that different communication perspectives will bring different results after the task is completed.

[0034] The rumination module guides the user to continue to help the NPC in the game to get out of his fantasy space before the task starts. The NPC in the game guides the user to complete the game-based training task based on learning how to deal with rumination and the meditation training task to deal with rumination in the task, so as to complete the main line guidance. The NPC outside the game guides the user to deal with excessive rumination again after the task is completed.

[0035] The emotional influence module guides the user as a guide to lead the in-game NPCs with different personalities and hobbies to visit the island before the task begins; and guides the user to complete the game-style training tasks based on emotional influence and the meditation training tasks applied by skill events in sequence during the task to complete the main line guidance; and guides the user to evoke positive interpersonal experience again after the task is completed through the external NPC;

[0036] The stage summary module guides the user to review the entire process before the task begins through the external NPC, and summarizes and reviews the entire process based on the self-service tool to consolidate the positive experience felt by the user.

[0037] Preferably, the external NPC and multiple internal NPCs are de-gendered so as to use gender-neutral language to interact with the user.

[0038] Preferably, the depression intervention system further comprises:

[0039] A reward module connected to the main line module to provide corresponding points to the user based on the user's interaction data in each of the task level modules;

[0040] The points mall is preset with a variety of reward contents and is connected to the reward module for the user to redeem rewards; wherein different reward contents correspond to points of different values.

[0041] Preferably, the depression intervention system further comprises:

[0042] An evaluation module, connected between the login module and the main line module, and having a depression evaluation tool preset therein, for evaluating depression of the user, thereby obtaining the severity of depression of the user;

[0043] Among them, if the severity of the depression is severe depression, the intervention is ended directly; if the severity of the depression is mild to moderate depression, the main line module is entered for depression intervention training.

[0044] Preferably, the risk warning module includes:

[0045] A scale evaluation unit, connected to the main line module and preset with a variety of traditional scales, to receive user portrait reports of each of the task level modules and output scale evaluation results;

[0046] A suicide risk assessment unit connected to the scale assessment unit to perform suicide risk assessment based on the scale assessment result and output a suicide risk assessment result; wherein the suicide risk assessment result includes risk and no risk;

[0047] A risk judgment unit connected to the suicide risk assessment unit to judge the risk level according to the risk assessment result; wherein the risk level is high risk and low risk;

[0048] A manual warning unit connected to the risk judgment unit to perform manual judgment when the suicide risk assessment result is low risk, thereby outputting a manual judgment result; wherein the manual judgment result is the release of the warning and the upgrade of the warning;

[0049] When the suicide risk assessment result is no risk or the manual judgment result is to lift the warning, the training continuation procedure is started; when the risk level is high risk or the manual judgment result is to upgrade the warning, the training termination procedure is started.

[0050] According to a second aspect of an embodiment of the present invention, a method for intervening depression using game-based interactive digital cognitive behavioral therapy is provided, comprising the following steps:

[0051] Get the severity level of depression of the user;

[0052] If the severity level of depression is severe depression, then stop depression intervention; otherwise, proceed to the next step;

[0053] Obtain the user's registration information to complete system login;

[0054] Based on the complete story logic, an external NPC interacts with the user in the first-person perspective before and after the mission, so as to introduce the user to the overall world view of the complete story logic and bring the user into the game world;

[0055] Enter each task level module in sequence according to the complete story logic to carry out progressive depression intervention training; wherein, in each task level module, the corresponding in-game NPC guides the user to complete game-style training tasks based on different cognitive abilities and different forms of meditation training tasks in sequence to complete the main line guidance;

[0056] Obtaining a user portrait report of the user in each task level module, and performing a warning analysis based on all user portrait reports up to the current task level module, thereby outputting a warning analysis result;

[0057] If the warning analysis result is no risk, the training task is started until the user completes all task level modules, and the depression intervention training is ended; if the warning analysis result is risky, the training termination program is started and the depression intervention training is ended.

[0058] Preferably, the training modes of the depression intervention training include a mainline mode and a daily mode;

[0059] Among them, the main line mode is to conduct progressive depression intervention training at the frequency of training one task level module per week; the daily mode is to conduct free-style depression intervention training based on the trained task level modules with unlimited number of times and duration.

[0060] Compared with the prior art, the present invention has the following technical effects:

[0061] (1) Dual-center reference frame

[0062] The present invention is designed with full consideration of the "dual-center reference system", which consists of an egocentric reference system ("about the details in the information") and an exocentric reference system ("about the big picture"), in which the player completes tasks in the mind island, while the exocentric reference system ("about the big picture") guides the character to explain the content related to CBT and the background of what is happening. First, the user interacts with the off-board NPC31 in the first person, which provides an exocentric reference frame for reflective learning. The off-board NPC31 puts the game in the context, provides education, and sets and monitors real-life challenges (equivalent to therapeutic homework). Next, through the on-board NPC32, the user is guided to select and customize the avatar (so that the focus shifts from the first-person interaction with the guide to the third-person game format), and the user undertakes a series of challenges to gradually restore the decaying mind island to its original appearance. In an immersive game environment, users "learn by doing" through an egocentric reference frame. Voiceovers are provided to minimize reliance on written texts.

[0063] (2) Ecological design and interactive fun

[0064] The design of this invention fully considers the emotional needs of users and incorporates ecological and humanized design concepts. In order to help users with depression gradually restore social functions while reducing symptoms, the training tasks adopted by this program all use a large number of real-life situations and design typical characters with life-like characteristics and authenticity, so that users can feel more involved and immersed, and apply the knowledge learned in the training to their actual lives.

[0065] The present invention focuses on the interactivity and fun of the treatment process. The system introduces rich interactive elements, such as real-time feedback mechanism, reward system, role-playing, etc., so that users can maintain a high sense of participation in the treatment process. In addition, the system incorporates gamification design elements, such as challenge levels, point rewards, etc., which further enhance the fun of the treatment process. This design can not only improve user compliance, but also help users receive treatment in a relaxed and pleasant atmosphere, reducing the psychological burden during the treatment process.

[0066] The system is not just a single tool, but also creates an immersive treatment experience environment by embedding a complete background story logic. Users can interact with virtual characters during use and enjoy social and emotional connections like in the real world. This ecological design can enhance the user's sense of meaning and treatment motivation, so that the treatment process is not only about solving symptoms, but also about comprehensively improving the quality of life.

[0067] (3) Construct the worldview of depressed users and the theme scenes fit the psychological dilemma of users

[0068] In the early stages of game design, the present invention is well aware of the impact of game experience on the user's psychological state, so it pays special attention to the health and suitability of the game content. In the early stage of design, the opinions of many users with depression were widely consulted to gain a deep understanding of their psychological needs and living conditions. At the same time, clinicians and psychotherapists were invited to participate in the discussion and provide valuable suggestions for game design from a professional perspective. Through this series of preliminary consultations, we strive to make the game more in line with the psychological characteristics of users with depression on the basis of entertainment, and provide them with a warm and beneficial gaming environment. Therefore, the theme scenes involved in the 12 levels designed by the present invention fit the psychological dilemma of users. For example, the dilapidated spring is compared to the hopeless state of depressed users.

[0069] (4) NPC guidance throughout the process, metaphors, interactive learning, and diverse scenarios to help users overcome difficulties

[0070] The present invention has carefully designed a game mechanism, arranging specific resident NPCs in each plot, which play an important role in the plot. These NPCs, with their warm, friendly and empathetic qualities, instill hope and positive energy in players. In the game design, users are given a heroic image of saving the world, so that they have a strong sense of being needed and are given the motivation to move forward, so that users can achieve self-salvation in the process of saving the world. When users "step into the game world", they will face a challenge - to "restore balance" in an environment full of negativity and despair. Players will complete various tasks, solve puzzles, and help the island restore its former glory by exploring and applying the knowledge and skills of CBT (cognitive behavioral therapy). The game design cleverly incorporates metaphorical elements, such as rescuing Grandma Chang trapped on the iceberg through behavioral activation, so as to enhance the player's sense of participation and learning experience. This design enables users to conduct exploratory learning through metaphors and interactions in the game. At the end of each module, players return to the tutorial section to participate in a series of interactive chat-based activities designed to guide them to reflect on their gaming experiences, transfer skills and insights from the virtual world to real life, and help them set and achieve real-world goals.

[0071] (5) Designed based on evidence-based medicine and requires doctor evaluation

[0072] This invention is carefully designed based on the "Chinese Anti-depression Guidelines" and cognitive behavioral therapy theories, and its effective ingredients and intervention time strictly correspond to clinical treatment standards. The system integrates a variety of psychological strategies in complex cognitive behavioral therapy, including mindfulness meditation, behavioral activation, cognitive reconstruction, and cognitive reorganization, creating training content with diverse classifications and functions, ensuring the effectiveness and scientificity of the treatment, while enhancing the fun and diversity of the game. To ensure safety and suitability, the use of this system must be evaluated by a professional psychiatrist before it can be used.

[0073] (6) De-gendering game design

[0074] The design of this invention fully considers the impact of gender stereotypes on the treatment effect of users, and creates a more inclusive and equal treatment environment through "de-gendering" to avoid the impact of gender stereotypes on the treatment effect. By using "gender-neutral language", users can remove the shackles of gender stereotypes as much as possible in the game environment. Users can freely explore their emotions and psychological needs without being restricted by gender roles. Language has a subtle influence. "De-gendering" can not only reduce potential prejudices and restrictions, but also make the game better adapt to users of different genders and backgrounds, and enhance the individualized experience. In addition, this design can help users focus on psychological tasks and improve the overall treatment effect of the game, which is in line with the modern psychotherapy concept of respecting individuals and openness and tolerance.

[0075] (7) Stealth assessment strategy in distributed systems and establishment of risk warning system

[0076] The present invention has carefully designed a stealth evaluation strategy within a distributed system, aiming to allow doctors to quietly grasp the user's status changes without the user's awareness. This enables doctors to remotely monitor and evaluate the real interaction and collaboration between users in any corner of the game. The present invention specifically constructs an efficient early warning response process that integrates an automated processing mechanism with necessary manual intervention. Once the early warning is triggered, the system will automatically execute a series of measures, including but not limited to restricting player operations, recording abnormal behaviors, etc. These records can not only remind users to seek medical help in a timely manner, but also send signals to doctors, prompting them to pay more attention to the user's potential suicide risk, thereby ensuring the safety of users.

[0077] (8) Low cost and easy implementation

[0078] Compared with traditional treatment methods, the present invention avoids the embarrassment of adult users facing unfamiliar adults, effectively solves the problem that patients are difficult to enter the consultation room due to the stigma of illness, and also responds to the current situation of severe shortage of psychological counseling and treatment resources in my country. This system is not only cheaper, but also more convenient to implement.

[0079] (9) Built-in mood widgets cover users’ daily life scenarios

[0080] The present invention has a built-in mood widget in its design, the main purpose of which is to help users practice the knowledge they have learned about emotion awareness, emotion adjustment, irrational belief awareness, irrational belief adjustment, etc., and to help users activate behaviors and ultimately make changes at the behavioral level. At the same time, it can help clinicians assess users' mood fluctuations and provide data support for users' diagnosis and treatment. BRIEF DESCRIPTION OF THE DRAWINGS

[0081] Figure 1 A schematic diagram of the structure of a depression intervention system for game-interactive digital cognitive behavioral therapy provided by the first embodiment of the present invention;

[0082] Figure 2 This is a schematic diagram of matching the task level module with the patient's needs in the first embodiment of the present invention;

[0083] Figure 3 This is a schematic diagram of the contents of a mission level module in the first embodiment of the present invention;

[0084] Figure 4 This is a schematic diagram of the structure of a risk warning module in the first embodiment of the present invention;

[0085] Figure 5A schematic diagram of the structure of another depression intervention system for game-interactive digital cognitive behavioral therapy provided by the first embodiment of the present invention;

[0086] Figure 6 An overall flow chart of a depression intervention method of game-interactive digital cognitive behavioral therapy provided in the second embodiment of the present invention;

[0087] Figure 7 A detailed flow chart of a depression intervention method using game-based interactive digital cognitive behavioral therapy provided in the second embodiment of the present invention. DETAILED DESCRIPTION

[0088] The technical content of the present invention is described in detail below with reference to the accompanying drawings and specific embodiments.

[0089] The embodiment of the present invention provides a depression intervention system and method of game interactive digital cognitive behavioral therapy. Based on the theoretical basis of combining serious games with computerized cognitive behavioral therapy, digital cognitive behavioral therapy (Digitalized Cognitive Behavioral Therapy), games, and human-computer dialogue are combined to help users learn how to have reasonable and positive cognition and interpersonal communication skills in a more interesting way, so as to change irrational thinking patterns, alleviate depression symptoms, and rebuild the "inner safety island". The system is specially designed with a story background related to depression to construct a unique worldview in the minds of patients with depression.

[0090] The theme name of this depression intervention system is "Aurora, the island of the mind". Aurora means the dawn before the rising sun in Latin. Even in the darkness, there will still be a light, and dawn is coming. Cracks can bring darkness and pain to people, but they can also reveal flowing light and colorful stardust. After the darkness heals and scabs, new light will grow. The world of people with depression is not dark, but colorful. It is precisely because they have high expectations for this world that the real world disappoints them.

[0091] The island symbolizing the soul was originally a beautiful island, but one day it was eroded and polluted by an external force (depression). The originally vibrant island became gray and lost its vitality and vitality, which reflects the changes in the state of patients with depression after they become ill. The "island elves" representing the hope of depression patients to help themselves summoned the patients with their remaining energy, hoping that the patients could help themselves and save the island.

[0092] Aurora, the island of the mind, can help patients learn how to have reasonable and positive cognition, interpersonal communication skills, etc. in a more interesting way. All these activities are designed to help patients solve negative thoughts and feelings. Patients need to pass 12 levels, each of which takes about half an hour, conquer monsters that symbolize negative emotions such as anger and anxiety, and learn how to relax their body and mind, understand their own condition and finally overcome the difficulties. In each level, the island elf Aurora will lead patients to learn new skills, make patients feel better, solve problems and enjoy life outside the island of the mind. Throughout the game process, the gameplay is not the focus, but a way to provide professional cognitive behavioral therapy treatment to patients with depression in a non-didactic, non-compulsive and non-threatening way.

[0093] First embodiment

[0094] like Figure 1 As shown, a depression intervention system for interactive digital cognitive behavioral therapy in a game provided by the first embodiment of the present invention includes a login module 1, a main line module 2, an NPC module 3, a role selection module 4 and a risk warning module 5. Among them, the login module 1 is used for new user registration and system login. The main line module 2 is connected to the login module 1 and includes a plurality of task level modules 21, and the plurality of task level modules 21 are progressively distributed on the main interface of the system based on the complete story logic, so that users can conduct progressive depression intervention training. The NPC module 3 includes an off-site NPC 31 and a plurality of on-site NPCs 32. The off-site NPC 31 is connected to each task level module 21, so as to interact with the user in the first-person perspective before and after the task starts based on the complete story logic; the plurality of on-site NPCs 32 are respectively arranged in different task level modules 21, so as to interact with the user in the third-person perspective in the task based on the story stage corresponding to each task level module 21. The role selection module 4 allows users to select a suitable virtual image according to their personal preferences and enter any task level module 21 for depression intervention training. The risk warning module 5 is connected to the main line module 2 to receive the user portrait report of each task level module 21, and perform warning analysis based on all user portrait reports up to the current task level module, thereby starting the training termination procedure or the training continuation procedure based on the warning analysis results.

[0095] Combine the following Figure 1 to Figure 4 , the various modules of the depression intervention system are described in detail:

[0096] 1. Login Module

[0097] For new users, they can register an account through the login module 1; for old users, they can directly enter the main interface of the system through the login module 1.

[0098] The main interface of the system displays the general map of the island, and users can enter each sub-plot (module) from the general map. There are unlocked plots and unlocked plots, and the art effects of the two are different for easy distinction, and the interactions after clicking are also different. The main interface will have progress prompts and plot advancement buttons to guide users to complete the main storyline. Users can enter the task training, meditation and gadget interfaces on the main interface, and can also interact with NPCs.

[0099] 2. Mainline module

[0100] The main line module 2 is the core module of the system, including multiple task level modules 21 (12 in this embodiment), and the 12 task level modules 21 are progressively distributed on the main interface of the system based on the complete story logic. Among them, each task level module 21 corresponds to a story stage and is preset with a training task for intervention in depression. The user enters a task level module 21 every week for progressive intervention training, and completes an intervention cycle in 12 weeks, which corresponds to the treatment time recommended by the "Chinese Anti-depression Guidelines".

[0101] And, if Figure 2 As shown, the training tasks in each task level module 21 will extract the specific characteristics of different patients based on the risk warning module, and combine their basic information (such as demographic attributes) and disease details to create an accurate patient personal portrait. Based on these portraits, the system will carefully select and match tasks from a large number of tasks according to specific rules. The personalized multivariate regression model trained with previous data can predict the effect of all task combinations on patient compliance. Ultimately, the system will push the optimal task combination to the patient, and continuously adjust and improve the training plan based on their individual conditions and training feedback information to ensure that the training content is more in line with the personalized needs of each patient.

[0102] like Figure 3 As shown, in this embodiment, the training tasks in the 12 task level modules 21 include at least the following task types:

[0103] ① Survey-based training tasks are used to collect user information through surveys.

[0104] Specifically, the research-based training tasks are mainly research-based, with the main purpose of helping users and collecting user information. The training format is not fixed, and the content of each task level module is designed separately, thus corresponding to different forms of research-based training tasks.

[0105] ②Game-based training tasks, used to conduct intervention training on users through games.

[0106] Specifically, each task level module 21 is designed to form a game-like training task based on different cognitive abilities. The main purpose of the game-like training task is to teach users basic CBT knowledge in a relaxed way and improve users' symptoms at the cognitive level.

[0107] Game-based training tasks integrate the basic theory of CBT into the game, and users need to use the knowledge they have learned to complete the training. In addition, the game-based training tasks will change the difficulty of the game according to the user's performance, but there is no difficulty elevator test mechanism. The unlocked training tasks will appear again in more exercises, and the mode may be different from the first play, but the overall change will not be great.

[0108] ③ Meditation training tasks, which are used to perform mindfulness meditation through preset videos to achieve preset goals.

[0109] Specifically, each task level module 21 corresponds to a different preset video, and the main purpose is to achieve a specific goal through mindfulness meditation (each module is designed separately). The user can perform basic operations such as pause, drag the progress bar, and return.

[0110] ④ Other training tasks, with a variety of mood-related self-help tools preset.

[0111] Specifically, different self-service tools can help users activate various behaviors, thereby making changes at the behavioral level. Among them, the self-service tools corresponding to each task level module 21 are the same. It can be understood that the same here means that the type of self-service tool corresponding to each task level module 21 is the same, but the content contained in different types of self-service tools is different.

[0112] Self-help tools can be accessed from the main interface or the plot where they are located. The main purpose is to help users practice the knowledge they have learned about emotion awareness, emotion adjustment, irrational belief awareness, irrational belief adjustment, etc., as well as to help users activate behavior and ultimately make changes at the behavioral level. They mainly include "Happy List", "Charging Plan", "Emotion Color Wheel", "Emotion Diary", "Magic Notebook", and "Expressive Writing". Each gadget will be opened after a specific main task is completed, and users can use it at any time after opening. Some tasks will be combined with other ports to achieve better results.

[0113] The 12 task level modules 21 are described in detail below:

[0114] (1) Module 1: Modules to be introduced

[0115] The goal of Module 1 is to introduce hope. The main contents include: (1) Introduction to depression psychological education and cognitive behavioral therapy model; (2) Attention control; (3) Relaxation meditation with controlled breathing. Because patients with depression have negative attention bias, this module helps patients with depression adjust their bias through attention control training.

[0116] The main process is: plot dialogue - transition animation - main line guidance - enter training - plot dialogue - enter meditation - complete the goal - main line completion guidance - plot dialogue.

[0117] Module 1 introduces the overall worldview to bring users into the game world, visualizes the parts of the user's inner world with bad experiences as islands to be repaired, and strengthens the connection between users and products. After completing the task, users are reminded of the possibility of change through interaction and scene changes, gradually arousing the user's sense of hope and paving the way for the advancement of the main line. The meditation training theme after the main line and training tasks is breathing training, which guides users to feel relaxed.

[0118] The specific implementation method is:

[0119] a. Text content presentation: dynamic dialogue mode, introducing the story background and world view

[0120] b. Attention control: a game-like training task. Users are required to track light spots and control the large light spots to capture small light spots. The small light spots represent the light of hope. After collecting enough light spots, the task requirements are met.

[0121] c. Relaxation Meditation: Meditation Animation

[0122] d. Image: In order to increase the user's sense of involvement, image selection is added.

[0123] It includes the following five units:

[0124] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0125] b. Interaction unit: Users interact by touching or clicking the screen

[0126] c. Observation unit: collects interactive data based on pre-set tracking points

[0127] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0128] e. Storage unit: stores preset main content, training tasks and other interactive related content (2) Module 2: Behavior Activation Module

[0129] The goal of module 2 is to activate behavior. The main contents include: (1) activity scheduling and behavior activation; (2) Activating the yearning for life and beauty; (3) Investigating users' actual behavior activation needs; (4) Progressive muscle relaxation meditation. Because patients with depression often lack motivation to do things, this module not only guides users to focus on good experiences in the main storyline and game training tasks, but also provides small tools to mobilize user behavior, lower the threshold for users to start changing, and encourage users to start with easy-to-do activities.

[0130] The main process is: plot dialogue - main line guidance - enter training - assessment task - gadget - enter meditation - charging task - user completes the goal - main line completion guidance - plot dialogue.

[0131] In module 2, users are guided to restore NPC's memory by completing tasks, focusing users' attention on good events and guiding them to change their actions. The ice and snow environment refers to the inner experience of depression patients who feel powerless. After completing the task, the treasure chest melts the ice and snow to visualize the process of "action brings change", encouraging users to gradually activate life motivation from smaller changes. The main storyline and training tasks are combined with the use of gadgets to guide users to set goals that suit them and activate their behaviors. The meditation training theme after the training task is progressive breathing training, which is an advanced version of the previous module and guides users to feel deep relaxation.

[0132] Specific implementation method:

[0133] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0134] b. Activate the yearning for life and beauty: a game-like training task. Users are required to click on all the puzzle pieces and rotate them to the appropriate angle to form a complete picture. After the puzzle is completed, encouraging feedback will be given. After enough photos are put together, the task requirements are met.

[0135] c. Investigate users’ actual behavioral activation needs: Question-and-answer survey content, using the PHQ-9 questionnaire to assess users’ emotional state.

[0136] d. Progressive Muscle Relaxation Meditation: Meditation Animation

[0137] e. Behavior-activated alarm: built-in alarm function

[0138] f. More practice: daily entry for training tasks and meditation training

[0139] g. Mood gadgets: happy list, energy plan

[0140] h. WeChat official account h5 function: supporting charging plan (a means of completing behavioral activation content)

[0141] It includes the following five units:

[0142] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0143] b. Interaction unit: Users interact by touching or clicking the screen

[0144] c. Observation unit: collects interactive data based on pre-set tracking points

[0145] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0146] e. Storage unit: stores preset main content, training tasks and other interactive related content

[0147] f. External unit: bind with WeChat public account to provide task reminder

[0148] (3) Module 3: Emotion Recognition Module

[0149] The goal of module three is emotion recognition, and the main contents include: (1) identifying the interaction between emotions, cognition, and behavior; (2) deep interpretation of emotions; and (3) meditation on emotional awareness. Because patients with depression are often in a depressed state, their emotional perception ability is reduced, and their understanding of emotions is also biased, this module combines the ABC theory of emotions to teach users emotion recognition and monitoring skills, so that they can better understand their emotions and prepare for subsequent training in emotional acceptance and management.

[0150] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - plot dialogue.

[0151] In Module 3, users need to help the NPC who has lost his emotional feelings to connect with his own feelings. The rainstorm swallowed up the emotional feelings of the villagers in the fishing village to refer to the inability of patients with depression to feel emotions and the experience of isolating positive emotions. By helping the NPC to move to a safe area, users can intuitively experience that "only by facing emotions can we better deal with emotions." By completing the training tasks, users learn about the types of emotions, emotion recognition, and the role of emotions. The theme of the meditation training after the training task is to be aware of emotions, guiding users to be aware of their own emotions.

[0152] Specific implementation method:

[0153] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0154] b. Understand the emotions and behaviors that may appear in the scene: a game-like training task. Users need to collect appropriate raw materials (representing emotions) and put them into the vessel to refine. After completion, an explanation of the emotional effect will be given and the "Emotion Color Wheel" will be activated.

[0155] c. Deeper interpretation of emotions: Emotion card collection. The emotional interpretations that appear in the training tasks will be collected so that users can view them in the "Emotion Color Wheel" widget.

[0156] d. How to be aware of emotional meditation: meditation animation

[0157] It includes the following five units:

[0158] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0159] b. Interaction unit: Users interact by touching or clicking the screen

[0160] c. Observation unit: collects interactive data based on pre-set tracking points

[0161] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0162] e. Storage unit: stores preset main content, training tasks and other interactive related content

[0163] (4) Module 4: Emotional Management Module

[0164] The goal of module 4 is emotion management, and the main contents are: (1) Four steps of emotion management: awareness, identification, recognition, and acceptance; (2) Emotion management meditation; (3) Gadget: Emotion diary. This module is an extension and expansion of the previous module. Because patients with depression have difficulty in regulating emotions and sometimes have great emotional distress, this module will combine the emotion ABC theory with the communication skills in interpersonal communication therapy (IPT) to teach users emotion regulation skills and gradually infiltrate interpersonal communication related theories to guide users to consciously identify irrational beliefs and lay the foundation for subsequent cognitive training.

[0165] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - gadgets - plot dialogue.

[0166] In Module 4, users need to help NPCs defeat monsters and achieve peace in the land. Negative emotions are visualized as monsters in the sea. Users command warships to defeat monsters and restore the weather in the fishing village to normal, giving users a positive experience and enhancing their confidence in dealing with emotions. Through training tasks, users' recognition of emotions is consolidated, users are guided to identify irrational beliefs, and coping methods are provided so that users can learn how to manage emotions. In the main line, users will be guided to use the "Emotion Diary" to provide users with tools to observe and record their emotions. The accompanying meditation training theme is emotional acceptance, which guides users to learn and experience emotional acceptance based on emotional awareness.

[0167] Specific implementation method:

[0168] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0169] b. Understand that emotions can be strong or weak, and break down and process emotional breakdowns caused by cognitive errors: a game-based training task. The task is divided into two stages: (1) In the first stage, the user needs to manipulate the battleship to calm the whirlpool and find the monster. In the process, they need to collect emotional potions that will be used in the next stage, and identify the emotions in the scene in the drifting bottle. (2) In the second stage, the user needs to arrange the battleship to fight the monsters. The ability of the battleship can be increased by successfully completing the consciousness enhancement. In the consciousness enhancement, the user needs to choose the appropriate words to fill in until the life value of the big monster or the life value of the main battleship of the user reaches zero, and the task ends.

[0170] c. Daily record of emotions: Emotional diary. Select emotions and recent events, record emotional events, and track your emotional changes.

[0171] d. Acceptance of Emotions Meditation: Meditation Animation

[0172] It includes the following five units:

[0173] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0174] b. Interaction unit: Users interact by touching or clicking the screen

[0175] c. Observation unit: collects interactive data based on pre-set tracking points

[0176] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0177] e. Storage unit: stores preset main content, training tasks and other interactive related content

[0178] (5) Module 5: Unhelpful Thought Identification Module

[0179] The goal of module five is to identify useless thoughts. The main contents are: (1) Identify meaningless thoughts; (2) How to be aware of thoughts. Because patients with depression have many irrational beliefs, this module uses the technology of identifying automatic thoughts in CBT to teach users to learn to identify the classification of irrational (distorted) beliefs in automatic thoughts, cultivate users' recognition of their own automatic thoughts, and prepare for dealing with irrational (distorted) beliefs in the next module.

[0180] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - gadgets - plot dialogue.

[0181] In module five, users need to help NPCs purify the forest. Before starting the task, users are guided to interact with NPCs in the previous module. NPCs in the previous module will convey positive feedback to users to enhance their motivation to continue training. In this module, the distorted monsters that make the forest scary represent irrational (distorted) beliefs, and the small balls that move according to the rhythm represent positive thinking. Users and small balls purify the distorted monsters together to restore the forest to normal, so that users realize that irrational (distorted) beliefs will quietly affect the state of individuals, and after identifying it, they can use positive thinking to change. Through training tasks, users learn to identify categories of cognitive distortions. The accompanying meditation training theme is to be aware of your own thoughts, guiding users to observe their thoughts.

[0182] Specific implementation method:

[0183] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0184] b. Understand the types of meaningless thoughts and practice classification: a game-like training task. Users need to click on the designated location rhythmically according to the instructions to achieve a specific purpose. After encountering a distorted monster, choose the corresponding irrational (distorted) belief in the displayed scene. After choosing correctly, enter the subsequent stage. The task ends after purifying three distorted monsters.

[0185] c. Meditation on Unhelpful Thoughts: Meditation Animation

[0186] It includes the following five units:

[0187] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0188] b. Interaction unit: Users interact by touching or clicking the screen

[0189] c. Observation unit: collects interactive data based on pre-set tracking points

[0190] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0191] e. Storage unit: stores preset main content, training tasks and other interactive related content (6) Module 6: Active confrontation module

[0192] The goal of module six is ​​to use positive thinking to fight against automatic thinking. The main contents are: (1) Using positive thinking to fight against wrong automatic thinking; (2) How to fight against unhelpful thoughts. This module is a continuation of the previous module. Because patients with depression not only need to identify irrational (distorted) beliefs, but also need to deal with them, this module combines cognitive guidance training technology (SIT) and the technology of correcting intermediate beliefs and core beliefs to train users to use positive thinking (useful thoughts) instead of irrational beliefs.

[0193] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - plot dialogue.

[0194] In module six, users need to help NPCs defeat monsters in the cave. The monsters are capable of attacking with human weaknesses, that is, they are good at creating scenarios with distorted thinking. Users need to use positive thinking that can replace irrational beliefs to defeat the monsters. Through training tasks, users learn to use corresponding positive thinking to adjust after identifying wrong automatic thinking. The accompanying meditation theme is to let go of unhelpful thoughts and help users break away from the influence of thoughts.

[0195] Specific implementation method

[0196] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0197] b. Use positive thinking to fight against wrong automatic thinking: a game-like training task. In the form of a card game, the user needs to use the appropriate card to clear the monster's card life value to zero. When all the monster's card life is cleared, the task ends.

[0198] c. Let go of useless thoughts and meditate: meditation animation

[0199] It includes the following five units:

[0200] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0201] b. Interaction unit: Users interact by touching or clicking the screen

[0202] c. Observation unit: collects interactive data based on pre-set tracking points

[0203] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0204] e. Storage unit: stores preset main content, training tasks and other interactive related content (7) Module 7: Active experience module

[0205] The goal of module seven is positive experience. The main contents are: (1) Enhance self-confidence and accept the imperfect self; (2) Be grateful for self-growth. This module follows the previous two modules and continues to train people to use positive thinking to fight against irrational beliefs in different ways. Because patients with depression have few positive experiences and are prone to low self-esteem, this module uses the relevant theories of positive psychology to increase their positive experiences by asking patients with depression to recite specific positive words.

[0206] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - plot dialogue.

[0207] In module seven, users need to dispel the fog and awaken the sacred tree. The sacred tree is a symbol of positive thinking, and users awakening the sacred tree represents awakening their own positive thinking. Through training tasks, users' self-confidence is enhanced and positive attitudes are aroused. The accompanying meditation training theme is gratitude for self-growth, guiding users to self-acceptance and gratitude.

[0208] Main implementation methods:

[0209] a. Text content presentation: dynamic dialogue mode, main storyline presentation + storyline illustrations

[0210] b. Enhance self-confidence and accept your imperfect self: a game-like training task. Users need to recite positive words according to the instructions to guide the sacred tree spirit out of the maze. The task ends when the sacred tree spirit reaches the exit of the maze.

[0211] c. Gratitude-themed meditation training: meditation animation

[0212] It includes the following five units:

[0213] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0214] b. Interaction unit: Users interact by touching or clicking the screen

[0215] c. Observation unit: collects interactive data based on pre-set tracking points

[0216] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0217] e. Storage unit: stores preset main content, training tasks and other interactive related content (8) Module 8: Communication and learning module

[0218] The goal of Module 8 is to learn how to communicate. The main contents are: (1) learning nonviolent communication; (2) communication-related meditation. Because patients with depression are often troubled by interpersonal communication and are often affected by irrational beliefs during communication, this module combines the relevant theories of interpersonal communication in IPT, simulates dialogue scenarios, and is close to practice.

[0219] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - plot dialogue.

[0220] In Module 8, users need to help NPCs change the outcome of events. The setting of the Destiny Post Office is to provide users with a third-party perspective to look at irrational beliefs in communication. When people are in communication, it may be difficult to discover their automatic thinking, but if they are helping others analyze the situation, it will be easier to detect the irrationality in automatic thinking and correct it. Through training tasks, users realize that different communication sequences will bring different results. The accompanying meditation training theme is to improve interpersonal relationships, helping users to be aware of emotions in communication and accept their own feelings.

[0221] Main implementation methods:

[0222] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0223] b. Learn to communicate: a game-based training task. The user will receive a letter asking for help, which includes the preconditions for communication and the outcome of this communication. The user needs to adjust the order of communication to unlock different outcomes (divided into three types: good outcome, medium outcome, and unsatisfactory outcome).

[0224] c. Meditation to improve interpersonal relationships: Meditation animation

[0225] It includes the following five units:

[0226] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0227] b. Interaction unit: Users interact by touching or clicking the screen

[0228] c. Observation unit: collects interactive data based on pre-set tracking points

[0229] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0230] e. Storage unit: stores preset main content, training tasks and other interactive related content

[0231] (9) Module 9: Communication Practice Module

[0232] The goal of Module 9 is effective communication. The main contents are: (1) the practice of nonviolent communication; (2) meditation training in the face of interpersonal conflict. This module follows the content of the previous module. Because patients with depression are often trapped in fixed thinking and find it difficult to change their perspectives, this module combines interpersonal communication and nonviolent communication theories in IPT to provide users with different perspectives and help them recognize the role of nonviolent communication.

[0233] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - plot dialogue.

[0234] Module 9 is a continuation of Module 8. In this module, users need to continue to help NPCs change the outcome of events. The Destiny Post Office continues to open, and more complex situations will be presented. Users can further exercise their ability to perceive and deal with automatic thinking when helping to solve problems. Through training tasks, users realize that different communication perspectives will lead to different results. The accompanying meditation training theme is to deal with interpersonal conflicts.

[0235] Specific implementation method:

[0236] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0237] b. Effective communication: a game-like training task. Users will receive a letter asking for help, which includes the preconditions for communication and the outcome of this communication. Users need to adjust their cognitive perspective during communication to unlock different outcomes (divided into three types: good outcome, medium outcome, and unsatisfactory outcome).

[0238] c. Meditation for dealing with interpersonal conflicts: Meditation animation

[0239] It includes the following five units:

[0240] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0241] b. Interaction unit: Users interact by touching or clicking the screen

[0242] c. Observation unit: collects interactive data based on pre-set tracking points

[0243] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0244] e. Storage unit: stores preset main content, training tasks and other interactive related content (10) Module 10: Thinking rumination module

[0245] The goal of Module 10 is to understand rumination, and the main contents are: (1) awareness of rumination; (2) meditation training to deal with rumination. Because rumination in patients with depression can greatly affect their emotions and recovery process, this module combines CBT's problem-solving intervention technology to make users aware of rumination and realize that rumination will amplify difficulties. Then, it provides ways to reduce rumination, thereby reducing users' rumination.

[0246] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - gadget usage guidance - plot dialogue.

[0247] In Module 10, users need to help NPCs get out of their fantasy space. The inner world represents the experience of magnifying difficulties after excessive rumination, the outer world represents objective facts, and the fruit represents different thinking. Users can restore the world to normal by picking appropriate fruits. Through training tasks, users can become aware of the forms and harms of ruminative thinking and learn how to deal with ruminative thinking. The "expressive writing" tool guides users to organize their thoughts through writing to avoid rumination. The theme of the accompanying meditation training is to deal with rumination, guiding users to deal with excessive rumination.

[0248] Specific implementation method:

[0249] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0250] b. Rumination: A game-based training task. The user needs to choose the right fruit when the NPC enters the inner world. Only after picking enough fruits can the NPC come out of the inner world and continue to move forward. This cycle repeats until the NPC completely walks out.

[0251] c. Meditation for dealing with rumination: Meditation animation

[0252] d. Expressive Writing: Plugins

[0253] It includes the following five units:

[0254] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0255] b. Interaction unit: Users interact by touching or clicking the screen

[0256] c. Observation unit: collects interactive data based on pre-set tracking points

[0257] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0258] e. Storage unit: stores preset main content, training tasks and other interactive related content (11) Module 11: Emotional influence module

[0259] The goal of Module 11 is to understand the impact of communication methods on emotions. The main contents are: (1) training tasks; (2) meditation training for applying communication skills. This module is a comprehensive practice module. By building scenarios close to real life, users can practice the knowledge and skills they have learned and are encouraged to apply them to real life.

[0260] The main process is: plot dialogue - main line guidance - enter training - plot dialogue - enter meditation - main line completion guidance - plot dialogue.

[0261] In Module 11, users will serve as guides to lead NPCs with different personalities and hobbies to visit the island. In this task, users need to consider the preferences of different NPCs, the current events they are facing, and their current emotions, and respond accordingly. Through this highly open task, users can use the knowledge they have learned about emotions, thinking, communication, etc. to further consolidate their gains in the game. The accompanying meditation training theme is the application of skill events, which helps users evoke positive interpersonal experiences.

[0262] Specific implementation method:

[0263] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0264] b. Communication skills: a game-based training task. The user needs to lead different NPCs to visit a certain plot of the Mind Island and have dialogue interactions with the NPCs throughout the process.

[0265] c. Skills Practice Application Meditation: Meditation Animation

[0266] It includes the following five units:

[0267] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0268] b. Interaction unit: Users interact by touching or clicking the screen

[0269] c. Observation unit: collects interactive data based on pre-set tracking points

[0270] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0271] e. Storage unit: stores preset main content, training tasks and other interactive related content

[0272] (12) Module 12: Stage Summary Module

[0273] The goal of Module 12 is to summarize the period and show the user's feelings and achievements. The main contents are: (1) Review of the repair chapter; (2) Photo plug-in. This module combines CBT and IPT theory to help users sort out the knowledge and skills they have learned, review the achievements they have made, and stimulate their coping potential.

[0274] The main process is: plot dialogue - main line guidance - enter review - plot dialogue - enter meditation - main line completion guidance - plot dialogue - group photo.

[0275] In Module 12, users will follow the elves to review the entire game process, browse the completed tasks and the details of the completion. This module aims to summarize and review the overall situation, consolidate the positive experience felt by users, and empower users.

[0276] Specific implementation method:

[0277] a. Text content presentation: dynamic dialogue mode, main storyline presentation

[0278] b. Stage summary: sentiment and data summary

[0279] c.Photographing: plug-in function

[0280] It includes the following five units:

[0281] a. Display unit: present all content visually and auditorily, and store it in a personalized way

[0282] b. Interaction unit: Users interact by touching or clicking the screen

[0283] c. Observation unit: collects interactive data based on pre-set tracking points

[0284] d. Evaluation unit: Analyze the collected information and generate user portrait reports

[0285] e. Storage unit: stores preset main content, training tasks and other interactive related content. III. NPC module

[0286] In this embodiment, the NPC module 3 is composed of an external NPC 31 and multiple internal NPCs 32. The internal NPC 32 in each mission level module 21 will change its appearance status according to the progress of the current user training and will switch between several activity forms. The dialogue settings of the external NPC 31 and the internal NPC 32 will be adapted according to the user's usage behavior.

[0287] It can be understood that in this embodiment, first, the user interacts with the outside NPC31 in the first person, which provides an exocentric reference system for reflective learning. The outside NPC31 puts the game in the background, provides education, and sets and monitors real-life challenges (equivalent to therapeutic homework). Then, according to the guidance of the inside NPC32, the patient selects and customizes the avatar (so that the focus shifts from the first-person interaction with the guide to the third-person game format), and the user undertakes a series of challenges to gradually restore the decaying island of the mind to its original appearance. In an immersive game environment, users "learn by doing" through a self-centered reference frame. Thus, a dual-center reference frame of an exocentric reference frame and an egocentric reference frame is formed, thereby improving the intervention effect of depression.

[0288] Moreover, in this embodiment, preferably, the off-game NPC 31 and the multiple on-game NPCs 32 are all de-gendered so as to interact with the user using gender-neutral language. In this embodiment, the impact of stereotyped gender impressions on the treatment effect of patients is fully considered, and a more inclusive and equal treatment environment is created through de-gendering to avoid affecting the treatment effect due to gender stereotypes. By using gender-neutral language, users can remove the shackles brought by gender stereotypes as much as possible in the game environment, and users can freely explore their emotions and psychological needs without being restricted by gender roles. Language has a subtle influence, and de-gendering can not only reduce potential prejudices and restrictions, but also make the game better adapt to users of different genders and backgrounds, and enhance the individualized experience. In addition, this design can help users focus on psychological tasks and improve the overall treatment effect of the game, which is in line with the concept of modern psychotherapy for individual respect and openness and tolerance.

[0289] 4. Role Selection Module

[0290] In this embodiment, the role selection module 4 is preset with a variety of virtual images and is connected to the main line module 2, so that the user can select a suitable virtual image according to personal preference and enter any task level module 21 for depression intervention training.

[0291] It is understandable that the gender, clothing and face of the virtual image can be selected as needed, so that customers can have a better sense of substitution. Preferably, an image import unit can also be added to the role selection module for importing favorite pictures or avatars.

[0292] 5. Risk Warning Module

[0293] like Figure 4As shown, in this embodiment, the risk warning module 5 includes a scale evaluation unit 51, a suicide risk evaluation unit 52, a risk judgment unit 53 and a manual warning unit 54. Specifically, the scale evaluation unit 51 is connected to the main line module 2 and is preset with a variety of traditional scales. After each user is trained in a task level module 21, the user portrait report of the task level module 21 will be transmitted to the scale evaluation unit 51 to be evaluated through the corresponding traditional scale, thereby outputting the scale evaluation result for subsequent risk assessment.

[0294] The suicide risk assessment unit 52 is connected to the scale assessment unit 51. When the scale assessment unit 51 completes the assessment, it sends the scale assessment result to the suicide risk assessment unit 52, so that the suicide risk assessment unit 52 performs suicide risk assessment according to the scale assessment result and outputs the suicide risk assessment result. The suicide risk assessment result includes risk or no risk.

[0295] The risk judgment unit 53 is connected to the suicide risk assessment unit 52 to judge the risk level according to the risk assessment result, and the risk level is high risk and low risk. It can be understood that the risk judgment unit 53 can also use a scale to perform risk assessment, or use other risk assessment tools to perform risk assessment, which is not specifically limited here.

[0296] The manual warning unit 54 is connected to the risk judgment unit 53 and is used to manually judge the risk level. Specifically, when the result of the risk judgment unit 53 is low risk, it is necessary to switch to manual judgment to make an accurate judgment manually to avoid crises caused by misjudgment of the risk judgment unit 53 and improve the safety factor of the warning. In this embodiment, the manual judgment result is to release the warning and upgrade the warning. The release of the warning indicates that the judgment of the risk judgment unit 53 is correct, and the upgrade of the warning indicates that the judgment of the risk judgment unit 53 is wrong.

[0297] In summary, when the suicide risk assessment result is no risk or the manual judgment result is to lift the warning, the training continuation program is started; at this time, the user can enter the next task level module 21 to continue training. When the risk level is high risk or the manual judgment result is a warning upgrade, the training termination program is started to terminate the user's training in time to avoid harm to the user.

[0298] In addition, if Figure 1As shown, in the above embodiment, preferably, the depression intervention system also includes a reward module 6 and a points mall 7. The reward module 6 is connected to the main line module 2. When the user completes the training task in each task level module 21, the corresponding points can be obtained. The points can be consumed in the points mall 7 to exchange for various reward contents. The points mall 7 is preset with a variety of reward contents and is connected to the reward module 6 for users to exchange rewards; different reward contents correspond to different numerical points. Therefore, by setting up a reward mechanism, users can actively conduct depression intervention training and improve the subjective initiative of user training.

[0299] In addition, if Figure 5 As shown, in the above embodiment, preferably, the depression intervention system also includes an evaluation module 8. The evaluation module 8 is connected between the login module and the main line module, and is preset with a depression assessment tool for evaluating the user's depression, thereby obtaining the severity of the user's depression. In this embodiment, the built-in evaluation module 8 enables the user to conduct a depression assessment by himself after entering the system, thereby obtaining the severity of the user's depression. When the severity of the user's depression is severe depression, the system prompts the user to seek medical treatment in time, and if necessary, to assist in drug treatment, and then the doctor determines the patient's state and whether intervention training can be performed. When the severity of the user's depression is mild to moderate depression, the main line module 2 is entered for progressive depression intervention training. It can be understood that if the system does not have a built-in evaluation module 8, the user needs to find a doctor to conduct a depression assessment by himself, so as to choose to seek medical treatment in time or to conduct intervention training through the system according to his own depression level.

[0300] Second embodiment

[0301] like Figure 6 and Figure 7 As shown, based on the above first embodiment, the second embodiment of the present invention provides a depression intervention method of game interactive digital cognitive behavioral therapy, which specifically includes the following steps:

[0302] S1: Obtain the severity level of depression of the user.

[0303] In this embodiment, the system is described as an example in which the evaluation module 8 is not built in. Before using the system for intervention training, the user needs to consult a doctor for depression evaluation to obtain the severity level of his or her depression syndrome.

[0304] If the severity level of depression is severe depression, the depression intervention is stopped and the manual intervention process is started; otherwise, proceed to the next step.

[0305] S2: Obtain the user's registration information to complete the system login.

[0306] If the user is a new user, he / she needs to complete the system registration first. If the user is an old user, he / she can directly log in to the system according to the registered account.

[0307] S3: Overall process guidance for depression intervention.

[0308] Specifically, in this embodiment, based on the complete story logic, the off-game NPC 31 interacts with the user in the first-person perspective before and after the task starts, so as to introduce the overall world view of the complete story logic to the user and bring the user into the game world.

[0309] S4: Progressive depression intervention training.

[0310] Specifically, after the user understands the overall process of depression intervention, he or she enters each task level module 21 in sequence according to the complete story logic to conduct progressive depression intervention training. In each task level module 21, the corresponding in-game NPC 32 guides the user to complete game-style training tasks based on different cognitive abilities and different forms of meditation training tasks in sequence to complete the main line guidance.

[0311] S5: Obtain early warning analysis results.

[0312] Specifically, after the user completes the training task in each task level module 21, it is necessary to obtain the user portrait report of the user in the task level module 21, and perform early warning analysis based on all user portrait reports up to the current task level module, thereby outputting the early warning analysis result.

[0313] S6: Risk judgment.

[0314] If the warning analysis result is no risk, the training task is started until the user completes all task level modules 21, and the depression intervention training ends; if the warning analysis result is risky, the training termination program is started to end the depression intervention training.

[0315] For example: after the user completes the training in the module they want to introduce, the interaction data of the user in the module they want to introduce is obtained, and the corresponding user portrait report is output based on the interaction data; then, a warning analysis is performed based on the user portrait report, and the warning analysis result is output; if the warning analysis result is no risk, the behavior activation module is entered for intervention training, otherwise, if the warning analysis result is risky, the depression intervention training is terminated directly. Similarly, when the user completes the training in the behavior activation module, the warning analysis result needs to be output again, and so on, until the depression intervention training is terminated.

[0316] In addition, in this embodiment, the training mode of depression intervention training includes a main line mode and a daily mode. Among them, the main line mode is to conduct progressive depression intervention training at a frequency of training one task level module 21 per week; the daily mode is to conduct free-style depression intervention training with unlimited number and duration based on the trained task level module. Therefore, users can conduct personalized intervention training through the cooperation of the main line mode and the daily mode.

[0317] In summary, the depression intervention system and method of game interactive digital cognitive behavioral therapy provided by the embodiments of the present invention have the following beneficial effects:

[0318] (1) Dual-center reference frame

[0319] The present invention is designed with full consideration of the "dual-center reference system", which consists of an egocentric reference system ("about the details in the information") and an exocentric reference system ("about the big picture"), in which the player completes tasks in the mind island, while the exocentric reference system ("about the big picture") guides the character to explain the content related to CBT and the background of what is happening. First, the user interacts with the off-board NPC31 in the first person, which provides an exocentric reference frame for reflective learning. The off-board NPC31 puts the game in the context, provides education, and sets and monitors real-life challenges (equivalent to therapeutic homework). Next, through the on-board NPC32, the user is guided to select and customize the avatar (so that the focus shifts from the first-person interaction with the guide to the third-person game format), and the user undertakes a series of challenges to gradually restore the decaying mind island to its original appearance. In an immersive game environment, users "learn by doing" through an egocentric reference frame. Voiceovers are provided to minimize reliance on written texts.

[0320] (2) Ecological design and interactive fun

[0321] The design of this invention fully considers the emotional needs of users and incorporates ecological and humanized design concepts. In order to help users with depression gradually restore social functions while reducing symptoms, the training tasks adopted by this program all use a large number of real-life situations and design typical characters with life-like characteristics and authenticity, so that users can feel more involved and immersed, and apply the knowledge learned in the training to their actual lives.

[0322] The present invention focuses on the interactivity and fun of the treatment process. The system introduces rich interactive elements, such as real-time feedback mechanism, reward system, role-playing, etc., so that users can maintain a high sense of participation in the treatment process. In addition, the system incorporates gamification design elements, such as challenge levels, point rewards, etc., which further enhance the fun of the treatment process. This design can not only improve user compliance, but also help users receive treatment in a relaxed and pleasant atmosphere, reducing the psychological burden during the treatment process.

[0323] The system is not just a single tool, but also creates an immersive treatment experience environment by embedding a complete background story logic. Users can interact with virtual characters during use and enjoy social and emotional connections like in the real world. This ecological design can enhance the user's sense of meaning and treatment motivation, so that the treatment process is not only about solving symptoms, but also about comprehensively improving the quality of life.

[0324] (3) Construct the worldview of depressed users and the theme scenes fit the psychological dilemma of users

[0325] In the early stages of game design, the present invention is well aware of the impact of game experience on the user's psychological state, so it pays special attention to the health and suitability of the game content. In the early stage of design, the opinions of many users with depression were widely consulted to gain a deep understanding of their psychological needs and living conditions. At the same time, clinicians and psychotherapists were invited to participate in the discussion and provide valuable suggestions for game design from a professional perspective. Through this series of preliminary consultations, we strive to make the game more in line with the psychological characteristics of users with depression on the basis of entertainment, and provide them with a warm and beneficial gaming environment. Therefore, the theme scenes involved in the 12 levels designed by the present invention fit the psychological dilemma of users. For example, the dilapidated spring is compared to the hopeless state of depressed users.

[0326] (4) NPC guidance throughout the process, metaphors, interactive learning, and diverse scenarios to help users overcome difficulties

[0327] The present invention has carefully designed a game mechanism, arranging specific resident NPCs in each plot, which play an important role in the plot. These NPCs instill hope and positive energy in players with their warm, friendly and empathetic qualities. When users "step into the game world", they will face a challenge - to "restore balance" in an environment full of negativity and despair. Players will complete various tasks, solve puzzles, and help the island restore its former glory by exploring and applying the knowledge and skills of CBT (cognitive behavioral therapy). The game design cleverly incorporates metaphorical elements, such as rescuing Grandma Chang trapped on the iceberg through behavioral activation, to enhance the player's sense of participation and learning experience. This design enables users to explore and learn through metaphors and interactions in the game. At the end of each module, players will return to the guide section to participate in a series of chat-based interactive activities, which are designed to guide them to reflect on their game experience, transfer skills and insights in the virtual world to real life, and help them set and achieve goals in the real world.

[0328] (5) Designed based on evidence-based medicine and requires doctor evaluation

[0329] This invention is carefully designed based on the "Chinese Anti-depression Guidelines" and cognitive behavioral therapy theories, and its effective ingredients and intervention time strictly correspond to clinical treatment standards. The system integrates a variety of psychological strategies in complex cognitive behavioral therapy, including mindfulness meditation, behavioral activation, cognitive reconstruction, and cognitive reorganization, creating training content with diverse classifications and functions, ensuring the effectiveness and scientificity of the treatment, while enhancing the fun and diversity of the game. To ensure safety and suitability, the use of this system must be evaluated by a professional psychiatrist before it can be used.

[0330] (6) De-gendering game design

[0331] The design of this invention fully considers the impact of gender stereotypes on the treatment effect of users, and creates a more inclusive and equal treatment environment through "de-gendering" to avoid the impact of gender stereotypes on the treatment effect. By using "gender-neutral language", users can remove the shackles of gender stereotypes as much as possible in the game environment. Users can freely explore their emotions and psychological needs without being restricted by gender roles. Language has a subtle influence. "De-gendering" can not only reduce potential prejudices and restrictions, but also make the game better adapt to users of different genders and backgrounds, and enhance the individualized experience. In addition, this design can help users focus on psychological tasks and improve the overall treatment effect of the game, which is in line with the modern psychotherapy concept of respecting individuals and openness and tolerance.

[0332] (7) Stealth assessment strategy in distributed systems and establishment of risk warning system

[0333] The present invention has carefully designed a stealth evaluation strategy within a distributed system, aiming to allow doctors to quietly grasp the user's status changes without the user's awareness. This enables doctors to remotely monitor and evaluate the real interaction and collaboration between users in any corner of the game. The present invention specifically constructs an efficient early warning response process that integrates an automated processing mechanism with necessary manual intervention. Once the early warning is triggered, the system will automatically execute a series of measures, including but not limited to restricting player operations, recording abnormal behaviors, etc. These records can not only remind users to seek medical help in a timely manner, but also send signals to doctors, prompting them to pay more attention to the user's potential suicide risk, thereby ensuring the safety of users.

[0334] (8) Low cost and easy implementation

[0335] Compared with traditional treatment methods, the present invention avoids the embarrassment of adult users facing unfamiliar adults, effectively solves the problem that patients are difficult to enter the consultation room due to the stigma of illness, and also responds to the current situation of severe shortage of psychological counseling and treatment resources in my country. This system is not only cheaper, but also more convenient to implement.

[0336] (9) Built-in mood widgets cover users’ daily life scenarios

[0337] The present invention has a built-in mood widget in its design, the main purpose of which is to help users practice the knowledge they have learned about emotion awareness, emotion adjustment, irrational belief awareness, irrational belief adjustment, etc., and to help users activate behaviors and ultimately make changes at the behavioral level. At the same time, it can help clinicians assess users' mood fluctuations and provide data support for users' diagnosis and treatment.

[0338] It should be noted that the above embodiments are only examples, and the technical solutions of the various embodiments can be combined, all within the protection scope of the present invention.

[0339] In addition, the terms "first" and "second" are used for descriptive purposes only and should not be understood as indicating or implying relative importance or implicitly indicating the number of the indicated technical features. Therefore, the features defined as "first" and "second" may explicitly or implicitly include one or more of the features. In the description of the present invention, the meaning of "plurality" is two or more, unless otherwise clearly and specifically defined.

[0340] The above is a detailed description of the depression intervention system and method of the game interactive digital cognitive behavioral therapy provided by the present invention. For those skilled in the art, any obvious changes made to it without departing from the essence of the present invention will constitute an infringement of the patent right of the present invention and will bear the corresponding legal liability.

Claims

1. A game-based interactive digital cognitive behavioral therapy depression intervention system, characterized in that include: Login module, used for new user registration and system login; The main line module includes a plurality of task level modules, which are progressively distributed on the main interface of the system based on the complete story logic; wherein each task level module corresponds to a story stage and is preset with a training task for intervention in depression, so that the user can conduct progressive depression intervention training; An NPC module, including an off-game NPC and a plurality of on-game NPCs; wherein the off-game NPC is connected to each of the mission level modules, so as to interact with the user in the first-person perspective before and after the mission based on the complete story logic; and the plurality of on-game NPCs are respectively arranged in different mission level modules, so as to interact with the user in the third-person perspective during the mission based on the story stage corresponding to each of the mission level modules; A role selection module, which is preset with a variety of virtual images and connected to the main line module, so that the user can select a suitable virtual image according to personal preferences and enter any of the task level modules to conduct depression intervention training; The risk warning module is connected to the main line module to receive the user portrait report of each task level module, and perform warning analysis based on all user portrait reports up to the current task level module, thereby starting the training termination procedure or the training continuation procedure based on the warning analysis results.

2. The depression intervention system according to claim 1, characterized in that The mission level module at least includes: A storage unit storing preset mainline content, training tasks and other interactive related content; wherein each of the task level modules corresponds to different mainline content, training tasks and other interactive related content; A display unit, connected to the storage unit, for displaying the main content, training tasks and other interactive related content in a visual or auditory manner; An interaction unit, connected to the display unit, for interaction by touch and click; An observation unit, connected to the interaction unit, to collect interaction information of the user during the interaction process; An evaluation unit is connected to the observation unit to obtain the interaction information and generate a user portrait report.

3. The depression intervention system according to claim 2, characterized in that The training task at least includes: Research-based training tasks are used to collect user information through research; wherein each of the task level modules corresponds to a different form of research-based training tasks; Game-based training tasks are used to conduct intervention training on users through games; wherein each of the task level modules is designed based on different cognitive abilities to form the game-based training tasks, so as to improve the user's depressive symptoms from different cognitive levels; A meditation training task is used to perform mindfulness meditation through a preset video to achieve a preset goal; wherein each of the task level modules corresponds to a different preset video; For other training tasks, a variety of mood-related self-help tools are preset to help users activate various behaviors according to different self-help tools, so as to make changes at the behavioral level; among them, the self-help tools corresponding to each of the task level modules are the same.

4. The depression intervention system according to claim 3, characterized in that The multiple mission level modules at least include: It is hoped to introduce a module, whereby the external NPC introduces the user to the overall world view of the complete story logic before the task begins, so that the user can enter the game world; and during the task, the internal NPC guides the user to complete the game-style training task based on attention control and the meditation training task of controlling breathing in sequence, so as to complete the main line guidance; and after the task is completed, the external NPC guides the user to adjust the negative attention bias problem again; A behavior activation module, in which the external NPC guides the user to complete training tasks before the task begins so that the internal NPC can restore the memory; and in the task, the internal NPC guides the user to complete the game-style training tasks based on behavior activation and the meditation training tasks of progressive breathing in sequence to complete the main line guidance; and after the task is completed, the external NPC guides the user to activate the yearning for life and beauty again; The emotion recognition module guides the user to help the in-game NPC who has lost his or her emotions to connect with his or her own feelings before the task begins, through the NPC outside the game; and guides the user to complete the game-style training task based on emotion recognition and the meditation training task of being aware of emotions in sequence during the task, so as to complete the main line guidance, and guides the user to be aware of his or her own emotions again through the NPC outside the game after the task ends; The emotion management module guides the user to help the NPC in the game to defeat the monster that visualizes bad emotions before the task begins. The NPC in the game guides the user to complete the game-style training task based on emotion management and the meditation training task of emotion acceptance in sequence during the task to complete the main line guidance. The NPC in the game guides the user to learn and experience emotion acceptance based on emotion perception after the task is completed. The unhelpful thought identification module guides the user to help the in-game NPC to purify the forest before the task begins through the NPC outside the game; and guides the user to complete the game-style training task based on cognitive distortion identification and the meditation training task of being aware of one's own thoughts in sequence through the NPC inside the game during the task, so as to complete the main line guidance; and guides the user to observe thoughts again through the NPC outside the game after the task is completed; Active confrontation module, before the task starts, the NPC outside the game guides the user to help the NPC inside the game defeat the monster that is good at creating scenes containing distorted thoughts; and during the task, the NPC inside the game guides the user to complete the game-style training task based on identifying erroneous automatic thoughts and the meditation training task of letting go of useless thoughts in sequence, so as to complete the main line guidance; and after the task is completed, the NPC outside the game guides the user to get rid of the influence of thoughts again; The positive experience module guides the user to awaken the sacred tree that represents awakening his positive thinking before the task begins through the NPC outside the game; and guides the user to complete the game-style training tasks based on increasing positive experience and the meditation training tasks of gratitude and self-growth in sequence during the task, so as to complete the main line guidance through the NPC inside the game; and guides the user to self-acceptance and gratitude again after the task is completed through the NPC outside the game; The communication learning module guides the user to help the NPC in the game to change the outcome of the event before the task begins. The NPC in the game guides the user to complete the game-style training task of looking at irrational beliefs in communication from a third-party perspective and the meditation training task of improving interpersonal relationships in the task to complete the main line guidance. The NPC in the game guides the user to be aware of emotions in communication and accept his or her own feelings after the task is completed. The communication practice module guides the user to continue to help the NPC in the game to change the outcome of the event before the task begins. The NPC in the game guides the user to complete the game-style training task of looking at irrational beliefs in communication from a third-party perspective and the meditation training task of coping with interpersonal conflicts in the task, so as to complete the main line guidance. The NPC outside the game guides the user to realize that different communication perspectives will bring different results after the task is completed. The rumination module guides the user to continue to help the NPC in the game to get out of his fantasy space before the task starts. The NPC in the game guides the user to complete the game-based training task based on learning how to deal with rumination and the meditation training task to deal with rumination in the task, so as to complete the main line guidance. The NPC outside the game guides the user to deal with excessive rumination again after the task is completed. The emotional influence module guides the user as a guide to lead the in-game NPCs with different personalities and hobbies to visit the island before the task begins; and guides the user to complete the game-style training tasks based on emotional influence and the meditation training tasks applied by skill events in sequence during the task to complete the main line guidance; and guides the user to evoke positive interpersonal experience again after the task is completed through the external NPC; The stage summary module guides the user to review the entire process before the task begins through the external NPC, and summarizes and reviews the entire process based on the self-service tool to consolidate the positive experience felt by the user.

5. The depression intervention system according to claim 1, characterized in that: The external NPC and multiple internal NPCs are de-gendered so as to use gender-neutral language to interact with the user.

6. The depression intervention system according to claim 1, characterized in that Also includes: A reward module, connected to the main line module, to provide corresponding points to the user based on the user's interaction data in each of the task level modules; The points mall is preset with a variety of reward contents and is connected to the reward module for the user to redeem rewards; wherein different reward contents correspond to points of different values.

7. The depression intervention system according to claim 1, characterized in that Also includes: An evaluation module, connected between the login module and the main line module, and having a depression evaluation tool preset therein, for evaluating depression of the user, thereby obtaining the severity of depression of the user; Among them, if the severity of the depression is severe depression, the intervention is ended directly; if the severity of the depression is mild to moderate depression, the main line module is entered for depression intervention training.

8. The depression intervention system according to claim 1, characterized in that The risk warning module includes: A scale evaluation unit, connected to the main line module and preset with a variety of traditional scales, to receive user portrait reports of each of the task level modules and output scale evaluation results; A suicide risk assessment unit connected to the scale assessment unit to perform suicide risk assessment based on the scale assessment result and output a suicide risk assessment result; wherein the suicide risk assessment result includes risk and no risk; A risk judgment unit connected to the suicide risk assessment unit to judge the risk level according to the risk assessment result; wherein the risk level is high risk and low risk; A manual warning unit connected to the risk judgment unit to perform manual judgment when the suicide risk assessment result is low risk, thereby outputting a manual judgment result; wherein the manual judgment result is the release of the warning and the upgrade of the warning; When the suicide risk assessment result is no risk or the manual judgment result is to lift the warning, the training continuation procedure is started; when the risk level is high risk or the manual judgment result is to upgrade the warning, the training termination procedure is started.

9. A depression intervention method of game interactive digital cognitive behavioral therapy, based on the depression intervention system according to any one of claims 1 to 8, characterized in that The steps include: Get the severity level of depression of the user; If the severity level of depression is severe depression, then stop depression intervention; otherwise, proceed to the next step; Obtain the user's registration information to complete system login; Based on the complete story logic, an external NPC interacts with the user in the first-person perspective before and after the mission, so as to introduce the user to the overall world view of the complete story logic and bring the user into the game world; Enter each task level module in sequence according to the complete story logic to carry out progressive depression intervention training; wherein, in each task level module, the corresponding in-game NPC guides the user to complete game-style training tasks based on different cognitive abilities and different forms of meditation training tasks in sequence to complete the main line guidance; Obtaining a user portrait report of the user in each task level module, and performing a warning analysis based on all user portrait reports up to the current task level module, thereby outputting a warning analysis result; If the warning analysis result is no risk, the training task is started until the user completes all task level modules, and the depression intervention training is ended; if the warning analysis result is risky, the training termination program is started and the depression intervention training is ended.

10. The method for intervening depression according to claim 9, characterized in that: The training modes of the depression intervention training include a main line mode and a daily mode; Among them, the main line mode is to conduct progressive depression intervention training at the frequency of training one task level module per week; the daily mode is to conduct free-style depression intervention training based on the trained task level modules with unlimited number of times and duration.

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