Self-cognition life simulation card game method

By using a phased life simulation card game, combined with event cards and emotional feedback cards, the game addresses the lack of systematicity and immersion in existing card games regarding self-awareness, and achieves a systematic exploration of self-awareness and mapping of objective results.

CN121570792APending Publication Date: 2026-02-27韦达成
View PDF 0 Cites 0 Cited by

Patent Information

Application Number
CN202511579778.7
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2025-10-31
Publication Date
2026-02-27

AI Technical Summary

Technical Problem

Existing card games lack systematicity and immersion in self-awareness and psychological exploration, making it difficult to focus on psychological patterns at specific developmental stages and unable to reflect the true self through individual interaction, resulting in a divergent exploration process and unmeasurable outcomes.

Method used

A self-awareness life simulation card game method was designed. By providing different types of event cards and emotional feedback cards in stages, and with the guidance of a host, players interact in virtual roles and reflect their self-awareness through feedback from others, forming a systematic self-exploration path.

Benefits of technology

It enables systematic self-awareness exploration, ensuring the depth and direction of exploration, reducing reliance on the host's abilities, providing repeatable and standardized results, and objectively mapping the players' true cognitive patterns.

✦ Generated by Eureka AI based on patent content.

Smart Images

  • Figure CN121570792A_ABST
    Figure CN121570792A_ABST
Patent Text Reader

Abstract

The invention relates to the field of card games, in particular to a self-cognition life simulation card game method which comprises the following steps: providing five groups of cards, including 30 child event cards, 30 young event cards, 30 adult event cards, 30 old-age event cards and 50 emotion feedback cards, the card problems of events at different stages are related to intrinsic psychological characteristics of different ages; three or more players jointly participate and sequentially experience children, young, adult and elderly stages, all players sequentially extract one corresponding event card for answering in each stage, other players select emotion feedback cards for self-sensing response according to answering, and a host guides exploration in the process; based on the emotion feedback cards of all rounds, generating a summary of the self-cognition mode of the player; according to the method, a complete, systematic and efficient self-exploration path is constructed through a life event answering and interactive feedback process, and an internal cognitive mode of a player is mapped.
Need to check novelty before this filing date? Find Prior Art

Description

TECHNICAL FIELD

[0001] The present application relates to the field of card games, in particular to a self-cognition life simulation card game method. BACKGROUND

[0002] Card games as a psychological guidance and self-cognition tool have been developed for many years. Early tools directly discuss psychological topics through specific question and answer forms, which requires a lot of effort to reduce the defensive psychology of players and dig necessary information, and is inefficient and lacks immersion and systematicness. With the evolution of demand, there are cards that can project the subconscious, and self-exploration is carried out through such cards. However, the content of such tools is usually random and universal, and the complete life course is not systematically involved. The use of the tool is highly dependent on the subjective performance of the subject and the personal ability of the guide, which leads to the divergence of the exploration process, and it is difficult to focus on and analyze the psychological patterns of a specific growth stage. At the same time, it is also difficult to ensure the systematicness of the experience and the evaluability of the results. In addition, traditional projection tools cannot simulate the continuity of individual growth and challenges in the long river of life, so it is difficult to help users form a holistic and developmental insight into self-cognition patterns. The existing technology has not been able to transform the interpersonal cognitive projection principle of "mapping the true self through the evaluation of others' behavior in a structured interaction" into a set of operable, repeatable standardized methods. SUMMARY

[0003] The purpose of the present application is to provide a self-cognition life simulation card game method. In order to solve the above technical problems, the technical solution provided by the present application is.

[0004] The self-cognition life simulation card game method comprises the following steps.

[0005] Step S1: Provide 5 groups of cards, 30 child event cards, 30 youth event cards, 30 adult event cards, 30 old age event cards and 50 emotional feedback cards.

[0006] Step S2: Guide 3 or more players to set up a virtual role and enter the game scene.

[0007] Step S3: Perform the child stage, all players take turns to draw child event cards and answer, other players select emotional feedback cards to provide feeling feedback to the answering players, and the host guides the interaction after the feedback stage ends.

[0008] Step S4: Perform the youth stage, all players take turns to draw youth event cards and answer, other players select emotional feedback cards to provide feeling feedback to the answering players, and the host guides the interaction after the feedback stage ends.

[0009] Step S5: Perform the adult stage, all players in turn draw adult event cards for answering, other players choose emotional feedback cards for feeling feedback to the answering player, after the feedback stage, the host guides the interaction.

[0010] Step S6: Perform the old age stage, all players in turn draw old age event cards for answering, other players choose emotional feedback cards for feeling feedback to the answering player, after the feedback stage, the host guides the interaction.

[0011] Step S7: Based on the emotional feedback cards selected by all players in steps S3 to S6 and the interpretation results, a summary of the player's self-cognition is generated.

[0012] Further, in step S1, the child event card, the youth event card, the adult event card, and all event cards are limited to interpersonal relationships, family, career, education, friendship, love, frustration handling, intimate relationship establishment, and personal growth.

[0013] Further, in step S1, the emotional feedback card is an image card, and the picture content is an abstract and scene image.

[0014] Further, in steps S3 to S6, the host's guiding operation includes asking open-ended questions to inspire players to think about the deep motivation behind their answers and feedback according to the preset guiding language.

[0015] The present application divides the life course into four stages and designs corresponding event cards and emotional feedback cards, building a complete life simulation framework, allowing players to systematically, completely, and continuously explore themselves, helping players clearly understand the changes in cognitive patterns at different stages of life, breaking through the limitations of existing tools that only focus on single issues or static segments, and achieving systematic exploration of self-cognition.

[0016] The present application transforms the interpersonal cognitive projection principle of "individuals mapping their true self through their evaluation of others' behavior in structured interaction" into a set of operable, repeatable standardized game methods, which can objectively map the true and self-unaware cognitive patterns of the players by analyzing the emotional feedback cards given to others by the players in all rounds, such as: "my evaluation of others is actually the true self", and finally form a self-cognition summary, breaking through the limitations of traditional tools that cannot form objective results.

[0017] Figure 1 Flowchart of the self-cognition life simulation card game method.

[0018] The following detailed description of the embodiments is used to exemplarily illustrate the principles of the present application, but cannot be used to limit the scope of the present application, i.e., the self-cognition life simulation card game method application is not limited to the described embodiments.

[0019] As shown in Figure 1 , the self-cognition life simulation card game method comprises the following steps.

[0020] Step S1: Provide 5 groups of cards, 30 child event cards, 30 youth event cards, 30 adult event cards, 30 old age event cards, and 50 emotional feedback cards.

[0021] Step S2: Guide 3 or more players to set up a virtual role and enter the game scene together; the setting of the virtual role is not set any limit as long as it meets common sense and logic, such as setting a lovely little girl.

[0022] Step S3: Perform the child stage, all players take turns to draw child event cards (for example, "you stand alone in the corner of the playground, watching other children playing, but afraid to join in because they often mock you. Join or leave?") and answer, other players choose emotional feedback cards to give the answering player a feeling feedback, and the host guides the interaction after the feedback stage ends.

[0023] Step S4: Perform the youth stage, all players take turns to draw youth event cards (for example, "you have a disagreement with your parents on the choice of college entrance examination") and answer, other players choose emotional feedback cards to give the answering player a feeling feedback, and the host guides the interaction after the feedback stage ends.

[0024] Step S5: Perform the adult stage, all players take turns to draw adult event cards (for example, "you miss important moments of your family due to busy work") and answer, other players choose emotional feedback cards to give the answering player a feeling feedback, and the host guides the interaction after the feedback stage ends.

[0025] Step S6: Old age stage, all players take turns to draw old age event cards (for example, "looking back on your life, what are the things that you are most proud of and most regretful of?") and answer, other players choose emotional feedback cards to provide emotional feedback to the answering player, after the feedback stage, the host leads the interaction.

[0026] Step S7: Based on the emotional feedback card selection and statement made by all players in steps S3 to S6, the game guides the players to review the entire process, the feedback of the players to others in different stages of events, and the common projection of their internal and stable cognitive patterns. My evaluation of myself is not the true self, my evaluation of others is not the true self, and my evaluation of others is the true self, thereby generating insights into self-cognition.

[0027] Through the use of the four sets of cards in sequence, the game helps players systematically review key events, observe their own and others' interactive responses, and identify the underlying cognitive patterns in a structured life simulation. The logical sequence of steps S1 to S7 is designed to be performed in chronological order according to the timeline of life development. Through the fixed process of event triggering in a specific stage, personal response, visualized feedback from others, and professional guidance from the host, the depth and direction of exploration are ensured. This process aims to provide players with a complete path from external behavioral feedback to internal true self through immersive life simulation and structured interactive feedback.

Claims

1. A self-awareness life simulation card game method, characterized in that, Includes the following steps: Step S1: Provide 5 sets of cards, namely 30 children's event cards, 30 youth event cards, 30 adult event cards, 30 elderly event cards, and 50 emotional feedback cards; Step S2: Guide 3 or more players to jointly set up a virtual character and enter the game scenario; Step S3: In the children's stage, all players take turns drawing children's event cards to answer questions, while other players choose emotional feedback cards to provide feedback to the players who answered. After the feedback stage, the host guides the interaction. Step S4: Proceed to the youth stage. All players take turns drawing youth event cards to answer questions. Other players choose emotional feedback cards to provide feedback to the players who answered. After the feedback stage, the host guides the interaction. Step S5: Enter the adult stage. All players take turns drawing adult event cards to answer questions. Other players choose emotional feedback cards to provide feedback to the players who answered. After the feedback stage, the host guides the interaction. Step S6: Proceed to the elderly stage. All players take turns drawing elderly event cards to answer questions. Other players choose emotional feedback cards to provide feedback to the players who answered. After the feedback stage, the host guides the interaction. Step S7: Based on the emotional feedback cards and interpretation results selected by all players in steps S3 to S6, generate a summary of the players' self-awareness.

2. The method according to claim 1, characterized in that: In step S1, the content of the event cards is limited to typical events in the corresponding life stage, such as interpersonal relationships, family, career, studies, friendship, love, handling setbacks, establishing intimate relationships, and personal growth.

3. The method according to claim 2, characterized in that: In step S1, the emotional feedback card is an image card, the content of which is an abstract and scene-based image, used to stimulate the player's emotions and connect with life events.

4. The method according to claim 1, characterized in that: Steps S3 to S6 must be performed in ascending order of age, from child, youth, adult to old age, and cannot be skipped or reversed.